Comments

Commented 17 years ago2007-03-18 15:39:01 UTC in vault item: fy_hydroxide_v3_final_extended Comment #14399
i completely agree with you... but i can at least explain why the pillars and the wooden frame above it are just floating... my original intention was to have the pillars hanging below the frame as if they were giant punching bags and the frame would be attached to the walkway that extends out from the top floor of the t side building, unfortunately due to horrid compile times and that i couldnt get the punching bag thing to work no matter what i did i gave up and just kept them were they are... thx for the architectural advice i will be sure to keep it in mind for my next map!!
Commented 17 years ago2007-03-18 09:27:56 UTC in vault item: fy_hydroxide_v3_final_extended Comment #14398
The whole feel of the map is ok, since there a lot of gameplay possibilities and it could be fun. What doesn't convince me is the way you combined aztec textures with this sort of architecture. The yellow+black stripes and combine glass look weird.
Speaking of architecture, there are things floating in the air which makes the whole thing even less believable (just look at the wooden thing in the screenshot floating over the pillars)
The underground part is too big and too dark in my opinion, and it would only affect gameplay in a negative manner...
Commented 17 years ago2007-03-18 09:14:33 UTC in vault item: The Pool - Compo 23 Comment #14397
Quite nice. It has a lot of interesting details and very good lighting methods. I liked the circular pools with the little waterfalls. Music was also a very nice touch.
The HL2 textures look good, but the default water texture you chose is actually horrible...
Some tips.
*When making a waterfall, make the scale of the texture in the Y axis a bit higher, to give it a good distortion and sense of speed.
*When making a multiple-brushed waterfall, use alt+right-click to give each brush the same alignment values. In some parts of the mini-waterfalls, some segments had the water moving in a different direction!
Commented 17 years ago2007-03-18 07:01:58 UTC in vault item: Ocean Temple Comment #14396
The key configuration file was included in the zip? Sorry about that, I remember I removed it. Probebly played it once after I removed the config.cfg.

About the leak, it's nothing, the seem between the doors was covered with a small clip brush, so I just didn't notice the small brush bellow the door. As for the glowy thing, it's a Hl1 bug, env_glows are seen through models. Maybe I should block the player from getting around that statue.

I don't see whats misleading about the table. Nearly every god asked for sucrifices and some of them had temples that looked just as pretty. For example: The devouring Moloch, Inca, Yehova(God, though he didn't ask for human sucrifice) and there are plenty more. I guess they must have poured water into the victims mouth then when his soul left him cut off his head. I must add the tools that were used. Fire sounds were already tuned and moved the ambient from the door to the torches. Cracked? I didn't mean it, I wanted it to look like marbel, maybe I sould try to make a better marble overlay texture.

Gameplay? This is a compo entery! There isn't sepposed to be any, plus what kind of enemies can I put in this map? All the Hl1 ones don't fit! I might think of adding some puzzles though, then again I might not for I'm not good at puzzles.
Commented 17 years ago2007-03-17 18:38:40 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #14395
Valve time soon is not soon enough! Gah. The original level by muzzleflash was a tiny, tiny extention. Make the update at least 10 minutes of gameplay lol.
Commented 17 years ago2007-03-17 15:43:31 UTC in vault item: Ocean Temple Comment #14394
Dude!

Some damn fine mapping by Elon! To all Elon haters (looks at m0p): Elon might be dumb in your eyes, his mapping is pretty darn impressive!

R_speeds r_crap (5000 +) but it ran fine on my machine. No lag or framedrops for me.
I agree with all the stuff mentioned by Bratty, but im adding this:

- config.cfg included in your mod folder. I don't want to play with your keyboard settings, i have my own! :P

+ I see a lot of Alt + Rightclick usage, for best texturing results. Way to go!
Commented 17 years ago2007-03-17 12:14:11 UTC in vault item: Ocean Temple Comment #14393
Overall ****

- Big ol' leak right in the front, where the door curls backward.
- Go behind the model of the god and you can see the glowy thing through him.
- Feel is somewhat misleading. It is beautiful, but there is a bloody table for sacrifice to the gods, which gives it a... freaky feel. In a video game, blood = human blood.
- Fire sound hurt my ears, and was behind the door for some reason... not by the... well... fire.
- Small, no actual gameplay, or even background story of what it is.
- For some nice shiny gold models, the walls are REALLY cracked. inconsistant. Is it old or new? there are in tact paintings on the ceiling and walls, yet... everything is all cracked up.

+ Great Feel and environment.
+ Love your water
+ Good Models
+ Looks beautiful
Commented 17 years ago2007-03-16 14:52:04 UTC in vault item: Ocean Temple Comment #14392
pretty neat, kinda simple setup thow lots of detail but looks kool. The water would look better if a little more clear in my opinion. fish heads were kewlness. played laggy on my comp.
Commented 17 years ago2007-03-16 07:50:57 UTC in vault item: Gordans Secrets Comment #14391
sucks, sorry dude!
Commented 17 years ago2007-03-16 07:44:09 UTC in vault item: Ocean Temple Comment #14390
I think I should move it to unfinished but then again it's only minor problems which I have to fix. Also if I'll move it to unfinished less people will check it, so I'll keep it in the finished maps untill I'll reupload the new version.

Thanks for all the comments. I can still change it for I can't compile it for a few days and I still need to think more on places.
Commented 17 years ago2007-03-16 02:14:17 UTC in vault item: xdm_sharppains Comment #14389
I thought you did a nice job, I like good custom textures. Only a few little things to say. Some of the textures like the vines were mis-textured and I found they had the same texture on the bottom. The func_illusionary in the roof needs to be made a bit better but otherwise it was really good. Nice use of bumpy terrain in that back section too. One note that is really my fault, put clip brushes to block players getting to high and seeing the unmade roofs. My fault because I love gauss jumping up as high as I can, which is good because I often find thing map-makers miss because normally, the player dosn't get that high. Good job though!
Commented 17 years ago2007-03-15 22:29:49 UTC in vault item: Ocean Temple Comment #14388
Great map, if a bit... Uninspired. It's just the standard temple type setting, although admittedly done extremely well, especially for Half-Life. I personally found no problem with the ambience, although the waterfall sprites struck me as being out of place and quite strange looking, for some reason. I realize, you would have had more chance to test things like that if you were able to compile as much as you wanted to, but you could have done better there, methinks. I'm just nitpicking though, and almost everything about it is professionally made. Good job.
Commented 17 years ago2007-03-15 20:05:11 UTC in vault item: surf_construct Comment #14387
no its not full bright. I forget what I had it at. The total compile time is only about 1 minute with that map. IF that.
Commented 17 years ago2007-03-15 17:37:08 UTC in vault item: surf_construct Comment #14386
It must take ages to run lighting on a surf map...
Commented 17 years ago2007-03-15 17:17:17 UTC in vault item: Ocean Temple Comment #14385
It looks great, at the cost of +5000 wpolys. A good candidate for a Source map, no doubt.
Besides some places where you used the null texture and the void can be seen, texturing is great. (remember to use gl_clear 1 to see what faces have null)
As for the water, I don't really like the bright blue you picked. And my ripple effect is better achieved with scroll textures, as seen in Idol Hunt.
Commented 17 years ago2007-03-15 17:05:09 UTC in vault item: Ocean Temple Comment #14384
Thanks for the comment. I indeed feel the same about the ambience, needs and echo and cave ambience.(I don't have Hl2) The burning sound from the torches needs to be tuned I agree, too strong. My problem was that I can't compile it on my own computer, so I'll update it as soon as I can. I thought about some chanting monks sounds but I couldn't get any, would solve all my problems if I had some, vox used some once in a map but I cannot download it anymore.

As for lighting... something bluish? All the light sources I know are electric, torches, alien, holy and netural. It can't be electric for the map is of an acient temple, and since it's clean it doesn't look like it is old and was lost for a thosand years untill it was discovered. I don't want alien from an obvious reason, doesn't fit the theme. Netural is ok and can be blue too but the only thing I can think of is water and it'll look silly. Holy maybe, like the one around the statue.
But what did you have in mind, I'd like to know what you mean by plant-like.

But my problem is that it'll look extremely boring with only one kind of lighting, blue. Maps need contrast, plus having this yellow light makes the blue parts more high lighted. It also gives me a nice feeling about the place, makes it look more like acient times where there was no strong electric lighting that produced a strong WHITE light. Also yellow and blue are the oppisite colours so each one high light the other, especially when it comes to textures.

Thanks for your comment.
Commented 17 years ago2007-03-15 15:02:29 UTC in vault item: Ocean Temple Comment #14383
Wow.. Just wow..
Where to begin.. The architecture's extremely sexy. Love the arched ceilings and the textures there. The pool is also very nicely made, I really liked the detail there.
The overall texturing is very nice. The frescos on the ceilings really add to the temple-ish feeling.

I'd say, that the lighting and ambience need improving. The yellow lighting in the corners doesn't add to the water feeling of the map. The fire torches look out of place too. Make something more fitting, like a plant-like blue-ish light, or something.

The ambience overall was a bit.. weak. I think the map needs some background ambience (try the cave ambience sounds from HL2) to strengthen the feel. The burning fire sounds didn't fit the theme at all. If you want to keep them - a least make them a bit more silent.

Even with the small glitches - the map was quite spectacular. Improve it and you've got yourself a trophy-winner.
Commented 17 years ago2007-03-15 14:23:26 UTC in vault item: surf_construct Comment #14382
It's not fullbright! :P

But really it's just very bright, there are shadows. You should try to add more intresting lighting to your map.
Commented 17 years ago2007-03-15 11:04:06 UTC in vault item: sp_vertico Comment #14381
The final version has been released.
Commented 17 years ago2007-03-15 10:46:03 UTC in vault item: Facility 29 Comment #14380
Hey, I remember this..
Nice to see it's finally finished.

downloads
Commented 17 years ago2007-03-15 07:14:22 UTC in vault item: surf_construct Comment #14379
Is that fullbright?

tell me that's not fullbright!
Commented 17 years ago2007-03-15 02:42:23 UTC in vault item: surf_nuke Comment #14378
Hehehe. I run a surf community and the way we play it there is to surf and have fun, no killing unless the surf map is specifically for it. I made this to be a freestyle map. Simply fly around and do tricks. I know it sounds boring but we get pretty creative :]. I appreciate your input though. Ill see if i can come up with a surf map where killing is involved.
Commented 17 years ago2007-03-15 02:39:24 UTC in vault item: surf_blackknight Comment #14377
well to be honest. the Main reason I posted some of my maps is because I didn't see very many here. I also want to get uhh... "outside" opinions. I guess i could call you guys that :P. What i mean is i want some "non-surfer" opinions as well. :]
Commented 17 years ago2007-03-13 22:05:32 UTC in vault item: Vertigo Comment #14376
I guess it would be a pretty popular name, but I couldn't be bothered searching through everyone's map just to check. Anyway, I made this before I started using the internet so I wasn't bothered with names and I don't really want to change the name. Sorry to whoever made another map called vertigo.
Commented 17 years ago2007-03-13 15:26:38 UTC in vault item: Space Shuttle Discovery Launch Comment #14375
Wow, a while later, downloaded it and it worked! Only this time I used my steam half-life version.

Fantastic!
Commented 17 years ago2007-03-12 15:49:35 UTC in vault item: Vertigo Comment #14374
There already is a map called Vertigo (for HLDM tho).
It's quite popular, i've played it on several servers.
Commented 17 years ago2007-03-12 14:38:00 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #14373
The picture does not give it justice, mate.
Commented 17 years ago2007-03-12 09:40:30 UTC in vault item: Vertigo Comment #14372
srry, you're probably thinking of de_vertigo for CS 1.6
Commented 17 years ago2007-03-11 23:56:32 UTC in vault item: Vertigo Comment #14371
I could swear there was already another Vertigo out there, although I doubt it's for Opposing Force. It's a pretty common name, so it might do you some good to check.
Commented 17 years ago2007-03-11 23:17:34 UTC in vault item: dm_vertico Comment #14370
I found the original inspiration for this map. It came from dm_comsci by Addicted to Morphine (from the SnarkPit). Unfortunately, that map was abandoned by its mapper at the alpha stage.

Read this map's discussion thread. It was from almost a year ago, but you can see how many of the gameplay ideas were born from that map.

http://www.snarkpit.net/forums.php?topic=4854
Commented 17 years ago2007-03-11 21:13:10 UTC in vault item: Vertigo Comment #14369
Heh, the name sounds like my map, dm_vertico.

Looks interesting from the screenie.
Commented 17 years ago2007-03-11 17:25:25 UTC in vault item: Gordans Secrets Comment #14368
Using those textures on the ceiling isn't too bad (it's actually quite realistic), but when you use the same ones for the walls, it looks horrible.
Commented 17 years ago2007-03-11 16:41:00 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #14367
Excellent
Commented 17 years ago2007-03-11 11:35:26 UTC in vault item: dm_vertico Comment #14366
Thanks. :)

I am making a single-player version for this map right now.
Commented 17 years ago2007-03-11 09:01:02 UTC in vault item: dm_vertico Comment #14365
i have now played the latest version. I'll review tonight probably.
Commented 17 years ago2007-03-09 13:46:18 UTC in vault item: dm_vertico Comment #14363
I almost forgot to give credit where it's due.

I would like to thank The Hunter for his playtesting feedback (complete with a gameplay video) that helped to improve this map.

I also want to thank Baron von Snickers from the SnarkPit for his tips on setting up the missile trap.

And everyone here at TWHL for mapping inspiration and encouragement. :)
Commented 17 years ago2007-03-09 13:03:28 UTC in vault item: surf_nuke Comment #14362
I found that there were a lot of surf ramps in random locations that made no sence at all... I know this might just be because you on purpose made the map realy hard so the player had to be realy pro, but still you should at least make it clear where the player should go next, instead of leaving him with a choice of three or more ramps to jump to where none of them realy leads any where...

place weapons at the top otherwise what is the point of getting there? :P
This comment was made on an article that has been deleted.
Commented 17 years ago2007-03-08 22:18:12 UTC in vault item: dm_vertico Comment #14357
Thanks!

I looked at many screenshots from the Citadel in Episode One for architectural inspiration. The style emphasizes straight lines and 45 degree angles, reminenscent of an aggressive attitude (similar to the architecture of the Third Reich).

I didn't add more details because one characteristic of the Combine architecture is clean lines and bold strokes. Fine detailed trimming sort of counter that style. I was contemplating of adding trims to the doors and windows, but that tends to demasculinize the structure, IMO.

I put tons of thoughts into balanced gameplay, and the entire structure is interactive (especially with the generators and the launch control consoles). Enabling and disabling the shield is part of the dynamic gameplay (potentially trapping players and restricting access to powerful weapons).

Item placement and the location of chargers add tension to the flow, forcing the players to be constantly moving and prevent camping.

There is a secret SMG grenade ammo hidden in the map. It's not impossible to find, but it's not immediately obvious.
Commented 17 years ago2007-03-08 20:59:01 UTC in vault item: dm_vertico Comment #14356
The lighting and ambience is more or less perfect.
I still feel the whole thing could be more detailed in terms of architecture (I'm sort of spoiled by the Combine architecture in Minerva and Episode1) but it still works and the layout suggest good gameplay and flow.
Commented 17 years ago2007-03-08 13:25:40 UTC in vault item: dm_vertico Comment #14343
/me excitedly hits the Download Button
Commented 17 years ago2007-03-08 13:07:48 UTC in vault item: de_littlegarden Comment #14342
A very interesting map..

+ Architecture. Good work with that. even if the small colourful corridors are blocky - the vast majority of the map had very nice architecture. From the open areas, that had nice rounded corners and sweet cliffs, to the tunnels, that were awesomely detailed - it was all clean & pleasant. The brush signs on the walls were a nice touch too.

+ Layout. I haven't tested the map with bots/other players, but I can tell, that this will play good. Lots of multiple paths, that connect with each other and should provide the map with some fast-paced, dynamic gameplay.

+/- Detail. The signs and tunnels were detailed, although I've found the outside walls quite bland and boring. Some kinda trim, or some other details, like windows would help a lot.

+/- Lighting. It was alright and clean, although a bit boring. If the contrast between areas is so big in your map - so should be the lighting.

- Texturing. I've failed to catch the theme of the map. It was very mixed up, having some industrial-ish parts (the dark grey tunnels), some sandy parts, combined with green and an interior, that looked, like a hotel. It just didn't look too logic together. The crates just looked weird in a setting like that. Unless you wanted the theme to be fantasy - I'd suggest working on it a bit more.

- Ambience. None found. Add some.

Overall - the map was quite interesting. Some flaws with texturing and lighting, although overall - it was nice.
I'd give 3,5*, so that rounds up to 4.
Commented 17 years ago2007-03-06 21:09:30 UTC in vault item: gg_funfight Comment #14324
qwertyu really nasty comment for someone who hasnt had the guts to post a map
Commented 17 years ago2007-03-06 17:54:31 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14323
ummm...is this about a map...or...bulletpoints.....
Commented 17 years ago2007-03-05 18:37:06 UTC in vault item: surf_blackknight Comment #14321
lol i just uploaded some of the surf maps i made for everyone to look at. this isnt one of my best. The best one I have so far is surf_nuke_v2 (in my opinion anyway). All the others I dislike how the quality turned out. Thanks for the input though.
Commented 17 years ago2007-03-04 22:21:11 UTC in vault item: surf_blackknight Comment #14318
You might want to give us some time to look over each map before sending another one our way. Just a hint.
Commented 17 years ago2007-03-04 21:29:33 UTC in vault item: surf_blackknight Comment #14317
You sure like surf_maps. Well everybody to his own taste. Don't let anybody try to influence you to think diffrently. And anybody that want to complian let him shut up. If he likes to post 5 maps at the sametime let him. When darkpheonix posted 6 nobody said a word.

Though I do believe you can make your map look a bit better. Even if it's only the lighting. This map is evenly lighted, which doesn't look too good. This is the minimum I think, decent lighting. As for the looks, I can see you want the gameplay to be smooth and to annilate the lag issue, but maybe you should still try to make it look a bit better, it's so plain and doen't really look like something. Even if you'll make those strange things that head to the middle rope brigdes it'll look better and wont do much damage
Commented 17 years ago2007-03-04 04:46:15 UTC in vault item: aim_simulator Comment #14316
found out :D uploaded image ow and there are secret entraces to the underworld. ps one of my first maps :)
Commented 17 years ago2007-03-04 04:35:16 UTC in vault item: aim_simulator Comment #14315
muzzleflash srry about the picture but he don't upload it on an strange way i dontget itZZ??? is there an other way ?
Commented 17 years ago2007-03-03 12:47:47 UTC in vault item: Tribute to Rowleybob Comment #14314
Very nice, but the wav file wouldn't play for me.