Comments

Commented 17 years ago2007-02-18 17:30:03 UTC in vault item: Lost Valve intro Comment #14259
Heh - no leak, it was posted on Valve ERC - very very long ago. I can't remember by who originally. More for Nostalgia purposes. <3
Commented 17 years ago2007-02-18 10:49:32 UTC in vault item: Opening this .rmf closes Hammer (De_Amped) Comment #14258
If you could cut it up and put it into seperate .rmf files, that would be very appreciated Rowley

Yes, im using hammer 3.5, but its weird that it even opened for you for a few minutes, mine didnt even open

Any suggestions on how i can sort this problem ?
Commented 17 years ago2007-02-18 10:18:36 UTC in vault item: Opening this .rmf closes Hammer (De_Amped) Comment #14257
It opened for me, and then after a couple minutes hammer crashed. If you like I can cut it up into sections, and upload/email it to you.

PM me if you want me to try it.

Incidentally, I'm using hammer 3.5. What are you using?
Commented 17 years ago2007-02-18 09:32:05 UTC in vault item: xdm_capsule2 Comment #14256
Another really nice map from rend0us!

I like the layout. Even though it's bigger, more intricate, and more wide open than I usually like, there's still plenty of cover, and I felt I learned the layout very quickly--I guess that means good landmarking on your part :0

I like the textures and the overall feel of the map. While I think you could use more detail in general, more vistas, and some fancier architecture--like those painfully square doorways--, the maps superbly-low wpolys would suffer as a result.

That said, some excellent detail in the multi-breakable windows, that bridge, and some other things were really nice. I also LOVED the CHRIST CHARGER!!1 :P

As a nitpick, maybe add sounds to the doors, and some other local sounds in general.

Anyhoo, great map! You should get this on Muzz's server so we can see how the gameplay is!
Commented 17 years ago2007-02-18 08:52:33 UTC in vault item: Frag Fence Comment #14255
I finally played.

Original concept, but in my honest opinion, badly made.
Probably a lot of spawn + die action.

Also, you can jump to the other side.
Commented 17 years ago2007-02-18 08:21:33 UTC in vault item: xdm_capsule2 Comment #14254
Kasperg im happy you saw the map. thanks man your comments mean a lot. peace..
Commented 17 years ago2007-02-18 00:20:42 UTC in vault item: xdm_capsule2 Comment #14253
Your textures look nicer in every new map, although as Caboose said, they don't really make a unified theme.
I like the green lighting a lot, I think it makes the map unique and easy to remember. Item placement seems strange. Weapons with a lot of ammo nearby, a bunch of healthkits together... is this for something other than normal deathmatch?
In terms of architecture, the map really suffers. Your textures look convincing, but the enviroment they are in is mostly empty and most surfaces look boring. I think the map is much bigger than needed. Maybe it has to do with the long-range gameplay you had in mind, in which case you kept a good performance level in the map.
Some indoor lights were good, but others seemed redundant (room with the circle-typle texture in the floor tiles)

Having played most of your maps, I think you should concentrate on building smaller rooms and detailing them more, since a lot of areas in your maps end up being too empty.
Commented 17 years ago2007-02-17 23:30:50 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14252
Oh, and bbcode doesn't work in map vault comments, except for mods I think! :)
Commented 17 years ago2007-02-17 17:23:41 UTC in vault item: Dodge Viper Comment #14251
Glad to hear it :)
Commented 17 years ago2007-02-17 16:33:44 UTC in vault item: xdm_capsule2 Comment #14250
- Point lights
- No discernable theme
- Item placement (This really killed it. Health, batteries and RPG's EVERYWHERE you turn)
- Odd choice of textures (What was this, a castle on Xen?)
- I suppose the lighting works with the Xen theme, but not with the textures you chose.

+ Fucking rad Jesus HEV suit charger
+ Crossbow sniping point on the roof was nice
+ Some decent brushwork

Decent map overall, but like I said, the item placement is downright TERRIBLE. And you get 1000 points cause I lolled so hard at the Jesus charger.
Commented 17 years ago2007-02-17 15:16:45 UTC in vault item: Dodge Viper Comment #14249
If you don't win, I'm punching the judge in the face.
Commented 17 years ago2007-02-17 11:11:03 UTC in vault item: Multi-example (incl. rappel) Comment #14248
No you don't! I won our mapping challenge!
Commented 17 years ago2007-02-17 11:04:06 UTC in vault item: Multi-example (incl. rappel) Comment #14247
Wow did I really say that :|

Anyway it's true. I pwn Madcow.
Commented 17 years ago2007-02-17 10:14:48 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14246
[quote]works now?[/quote]
Commented 17 years ago2007-02-17 10:14:18 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14245
wow... it didnt work fof me either lol :|
Commented 17 years ago2007-02-17 10:13:58 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14244
[quote=It works?]You've gotta spell it like QUOTE ;)[/quote]
Commented 17 years ago2007-02-17 06:20:44 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14243
The bullet points are alt codes. Or, you can just copy/paste them like I do :)
Commented 17 years ago2007-02-17 06:08:12 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14242
No qoutes or did I type it wrong? No edit either oh well I'll live with it...
Commented 17 years ago2007-02-17 06:07:28 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14241
[qoute="rowleybob"]]?The name of your func_trackautochange was uncapitalized, but capitalized in the Fire on Dead End field of the "upper" path track. It appears variable names are case sensitive! [/qoute]
Goes and shoots self in head lol... I never knew it name/target feilds were so fussy...

ps:How you get the bullet points?
Commented 17 years ago2007-02-17 04:28:19 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14240
You had it set-up perfectly, except for 2 small details:

◘ The name of your func_trackautochange was uncapitalized, but capitalized in the Fire on Dead End field of the "upper" path track. It appears variable names are case sensitive!

◘ I changed the spin value to -90, else a weird thing happens as the train quickly reverses itself after making the turn. (If you want the train to continue backward, change the spin value to -270)

And that's it! Your map is looking great so far, keep up the good work! :)
Commented 17 years ago2007-02-16 08:51:26 UTC in vault item: Frag Fence Comment #14239
Um there not even in the texture list, even when i started this map.
Commented 17 years ago2007-02-15 22:30:51 UTC in vault item: cs_casquilhos Comment #14238
I didn't notice them :( was it a buzzing sound or sumthin'?

Forgot to mention the scale in general is tad big, but not a gigantic deal.
Commented 17 years ago2007-02-15 18:49:53 UTC in vault item: Dodge Viper Comment #14237
This makes a low poly model but a very high poly world brush. Hardly ran on my mechine, but that doesn't say alot.

Nice work.
Commented 17 years ago2007-02-15 18:39:06 UTC in vault item: sniper_assault_01_RC2 (for HLWE) Comment #14236
@World Crafter

"This is just cs_1337_assault..."

My map was inspired by 'cs_1337_assault'.

"You didn't do anything..."

Errr... you're blind? Next time you will write that i just recompiled 'cs_1337_assault'? or... something worse? ;))
Commented 17 years ago2007-02-15 13:00:27 UTC in vault item: cs_casquilhos Comment #14235
rowleybob, did you like the boys bathroom?? :D:D:D What about the flies??? :D
Commented 17 years ago2007-02-15 12:00:13 UTC in vault item: Frag Fence Comment #14234
It doesn't matter if you didn't used them.
Hammer thinks you use all the wads in your textures list.
Commented 17 years ago2007-02-15 11:06:48 UTC in vault item: Dodge Viper Comment #14233
WOW.
This is great!!
I love the hood, the side vents, the back of the car is superb as well.
The scale is off, but i really wish it wasn't. It's such a good looking car.
GREAT work.

5*
Commented 17 years ago2007-02-15 07:42:39 UTC in vault item: Frag Fence Comment #14232
Um the "missing" wads are in the zip so rowley i don't know how you got that.
Maybe for the next map i might make i'll put all the stuff in. :D But like I said in the other posts, I did not use the textures from that wad. How did I even get that?
Commented 17 years ago2007-02-15 05:03:24 UTC in vault item: Dodge Viper Comment #14231
Cooool. There were some very nice 3D details on the car surface which seem very hard to make. 812 solids should actually be consider a level higher than advanced! (my car had roughly 500-600 solids)
Besides the scale, the only thing I miss is the white stripes these cars usually have on the outside. I think they would make the curved surfaces more visible (some polygons are kind of visually lost because of the uniform texturing)

Two thumbs up!
Commented 17 years ago2007-02-15 04:43:47 UTC in vault item: Frag Fence Comment #14230
"You can ask Muzzleflash or one of the other map vault moderators to delete them"

But they probably wont, since they're valid comments.
Commented 17 years ago2007-02-15 01:17:49 UTC in vault item: Dodge Viper Comment #14229
ZOMG. After taking a very brief look at this, some preliminary impressions:

++On the whole, the most detailed contours of any entry yet. My favourites were the various intake/exhaust vents, the grill, THE RIMS! and the beautifully contoured windshield :o

++Nice custom textures and interior detailing--suprisingly similar to Tetsu0's, but probably done a wee-bit cleaner than his. The color you chose for the paint is definitely nice and sharp.

-sounds
-interactivity
-scale

Your entry lacked interactivity and use of any sounds, which isn't the main focus of the compo, but it would have been nice of course! :)

The scale is wide and a a bit flattened--as you warned us--, but surprisingly, it doesn't detract from the overall impression from most angles. A couple simple things you could do to artifically mask this a bit, without majorly redisigning the whole thing:

? The wheels look spectularly good, but they are WAY too narrow--see pizza cutters!. I'd widen at least 2-3 times theire current width, or more.

? Like Kasperg did--except the opposite--, you might raise the car up on an invisible--or visible even--platform to artifically make it look taller.

There's probably some other simple tricks you could do to spoof the scale a bit, but I can't think of any atm. Even rescaling in the time you have left may not be as hard as you might think--you have nothing to lose as long as the original entry is backed up.

Anyway, Another spectacular entry. I'm SO glad you stuck it out and sumitted an entry for this one... Welcome Back! :)

*****
Commented 17 years ago2007-02-15 00:58:49 UTC in vault item: Dodge Viper Comment #14228
Tis rocks. It's got side mirrors!
Commented 17 years ago2007-02-15 00:07:12 UTC in vault item: Frag Fence Comment #14227
https://sites.google.com/site/rowleybob/kurosaki_error0000.jpg

Seriously, if someone takes time to comment on your map, and let's you know your're missing something, you should appreciate it, and make the changes so nobody else wastes their time. Here's another wad missing! ^^

If you compile with -nowadtextures paramater under CSG--expert compile or batch compile-- it will embed only/all the texture you used, and ignore the extra wads.

Cleaner still, If using wally you copy ONLY the non-standard, non-HL custom textures to ONE wad and use the -wadinclude paramater to include ONLY that wad.

If you don't like these comments in your Map entry, You can ask Muzzleflash or one of the other map vault moderators to delete them ;)
Commented 17 years ago2007-02-14 23:49:10 UTC in vault item: cs_casquilhos Comment #14226
It's a superb start, and a very ambitous I must say. There's some great/thoughtfull detailing in the windows, those vents above the doors, and other things.

Many of the textures look nice, but some are way to flat, too basic--like the window panes are pure black, and the desktops are a base color too. It all fits your theme, but it would better with some more textured textures in there! :)

If you plan on making this a playable hostage-rescue map, it would would probably be necessary to make the outside inaccessible--with your current level of detail in those windows, the wpolys outside are sub-4000! Or, you could simplify the detail of some things to make it more feasible to "use" the outside.

Lookin' good so far, keep it up! (If you PM me when you update the map, I'll add more comments if you want.)
Commented 17 years ago2007-02-14 20:42:03 UTC in vault item: fy_hydroxide_v3_final Comment #14225
An above average FY map. Pretty open design with blocky architecture. You can hold your position or rush on several levels above and below ground. With so much height being used, you really need to work together (safety in heavily armed numbers lol) to win. The water is also used to allow people to jump down during a mad rush. It's then confusing why you made the underground a camper's paradise. A light comes of of nowhere down there and I can see people just sitting there the whole round in a shadow. Beside that, I have two other suggestions. First, make those spikes causes damage and not for show so rushers play a little russian roulette when they run right into that sloped barrier. Second, for some visual flair, you might want to make the map seem to have less of a boxy shape and make bridges leading to nowhere look less like cubes, and more like thing that have snapped off/ collapsed.
Commented 17 years ago2007-02-14 16:08:28 UTC in vault item: Lost Valve intro Comment #14224
I don't understand - was this leaked?

Lol huge bump
Commented 17 years ago2007-02-14 12:30:05 UTC in vault item: Frag Fence Comment #14223
If you compile a map, make sure you ONLY got the custom wads YOU'RE USING IN THAT MAP in the textures tab.

Why not PM? Why should I?
See it as a comment on your map.

..wasting space? I lol'd.
Commented 17 years ago2007-02-14 04:55:54 UTC in vault item: Frag Fence Comment #14222
Look I DIDN'T EVEN USE THAT WAD AND I DON'T THINK I KNOW WHAT'S GOING ON (i think :D) I'll just add the wad in the zip AGAIN. It doesn't matter if you rename another wad because home cinema wasn't used! And instead of wasting space for other people to comment, why don't you just pm me??
Commented 17 years ago2007-02-14 04:37:43 UTC in vault item: Texas Rangers (Compo 22) Comment #14221
worked fine with Opera for me
Commented 17 years ago2007-02-14 00:57:02 UTC in vault item: Camaro Comment #14220
K. Another spectacular entry: I don't envy "a" with the judging. :)

The body and scale look perfect, though there is room for improvement in terms of textures imo. It's always difficult to texture propertly a mass of triangles--like the ones by the front fender--, but I thin they could be "betterly" done. There's a couple faces like the front right bumper that all you have to do is hit "face" in texture properties, and it will look better.

More on textures, maybe using a slightly distinct texture for the ground effects, bumper will make them stand out just enough to look more natural--the current texturing makes the body look all too uniform. Same goes for the center console, interior doors, and floor carpet: they all look way too uniform as to blend together too seemlessly.

This stuff said, the construction and attention to detail is superbly spectacular. Each contour of the original car is represented afaik--I never owned a Camaro--, and stuff like the front of the car, those rims, and the nice glass bits really attract attention.

There is some nice interior detailing too with the pedals, shifter, P. brake, and the nicely-textured console. With a car like this, it's a bit of a letdown that you don't have a toggable sound system and phat-looking radio face, but whatevs: for the time you put into this, it's a superb product!

The idling sound is nice, but as aftormentioned, a nice bassy, togglable sound would have fit this theme perfectly!

-interactivity: nothing to open or turn on = boring.

The last thing I can think to add would be to make the tops of the seats func_illusionary, so when you jump in and crouch, you have the correct first-person view. (you might have to add invisible brushes overhead to achieve the proper heigh).

Anyway, superbly done! Another excellent entry from Tetsu0! :)
Commented 17 years ago2007-02-13 20:10:10 UTC in vault item: Lexus LS430 2003 Comment #14219
Looks like one of those cars that mobsters use to kidnap people.
Commented 17 years ago2007-02-13 10:52:25 UTC in vault item: Annopus Comment #14218
To many RPG's but otherwise a fair inclusion to the weekend teamplay match.
Commented 17 years ago2007-02-13 10:45:37 UTC in vault item: Sancefar Comment #14217
Tis a fair score since I am outside the local groupy bunch. Nice inclusion into the teamplay weekend bunch.
Commented 17 years ago2007-02-12 23:25:33 UTC in vault item: Tribute to TWHL Comment #14216
I was just thinking about working on a "virtual twhl" map, but I couldn't figure out what to make a virtual twhl world look like. Your map fits the bill perfectly!

When I wake up sometimes, I have these weirdly strong inspirations for maps sometimes, and I had a big one the other day for some sort of virtual twhl environment. (like logging into a server instead of logging on to the website).

With the limitations of how content works, it would probably be really hard or most likely impossible to do something like this, and plus, though checking out forums and maps in a virtual world would be cool, a webapge would most likely be tons more efficent--I can't think of any advantages to a virtual style interface...

Anyway, I envisoined using shootable buttons--much like your 6D too btw!-- to activate individual file cabinets in the map vault, and when you shoot one you get a revolving holo of the map. shooting the holo teleports you to the map, and pretty much the rest of the world would work like this with multiple teleportations and what not.

Anyway, while this idea isn't so feasible, it seemed really fun at the time. If you ever plan on upgrading this map and want some ideas, I have tons of additional ideas for it!

Also btw should totally make a DM for this for Muzza's server!
Commented 17 years ago2007-02-12 23:02:27 UTC in vault item: sniper_assault_01_RC2 (for HLWE) Comment #14215
This is just cs_1337_assault... You didn't do anything...
Commented 17 years ago2007-02-12 22:43:30 UTC in vault item: Camaro Comment #14214
I looked at the .rmf and goddamn! Like kaspergs this thing looks like a freakin' model. You even built the pedals!! AWSOME! :P

The body shape and scale looks spot on afaik and those rims are wickedly wicked.. :o Can't wait to see it with the proper textures!

LOL one thing I see we all forgot were side view mirrors!! (none of our cars have them!)
Commented 17 years ago2007-02-12 21:56:24 UTC in vault item: Camaro Comment #14213
Commented 17 years ago2007-02-12 17:55:17 UTC in vault item: Camaro Comment #14212
i didnt even use e8 in this. k lemme purge this and re-upload it.
Commented 17 years ago2007-02-12 17:52:54 UTC in vault item: Camaro Comment #14211
Can't find e8.wad !!!!
Commented 17 years ago2007-02-12 16:13:28 UTC in vault item: Frag Fence Comment #14210
Missing homecinema.wad

Seriously, recompile the damn map and WADINCLUDE ALL THE WADS YOU'RE USING. I'm not going to rename any wad files to homecinema or something simply because that confuses things up. It's your job as the mapper to include the wads in the map or ATLEAST by giving them in the ZIP file.