Comments

Commented 17 years ago2007-02-12 10:54:29 UTC in vault item: fy_lockedout Comment #14209
dude the guy even sayed the map was shit and you gave him 5 stars you freakin retard.
Commented 17 years ago2007-02-12 03:41:03 UTC in vault item: Lexus LS430 2003 Comment #14208
O_o wow! I wish I could actually make it myself.
Commented 17 years ago2007-02-12 03:38:39 UTC in vault item: Spectre's Kitchen Compo Comment #14207
Urgh pressed ENTER at the wrong time! What I was supposed to say was that IT REALLY LOOKS SWEET!!! Except I lag.... stupid computer!
Commented 17 years ago2007-02-12 03:37:21 UTC in vault item: Spectre's Kitchen Compo Comment #14206
I know this is REALLY late for a comment and rating but since I downloaded this yesterday, heres what I think about it.
Commented 17 years ago2007-02-12 03:35:23 UTC in vault item: Frag Fence Comment #14205
-_- Spelling error...
I'll edit it the zip again :D
"I'll edit the zip again"
Commented 17 years ago2007-02-12 03:27:47 UTC in vault item: Frag Fence Comment #14204
Yeah there ain't a chair wad. And plus I wad included all the stuff I used! Somethings wrong... Like always just copy and existing one and rename it. I think it says that coz I used the chair.wad for another level and removed it from the list after i saved this map. I'll edit it the zip again :D
Commented 17 years ago2007-02-12 01:28:03 UTC in vault item: fy_lockedout Comment #14203
Eww... Halo. XP

Yeah, but what it's based off of doesn't count. I'll check it out.
Commented 17 years ago2007-02-11 22:34:16 UTC in vault item: fy_hydroxide_v3_final Comment #14202
lol thanks for all the compliments, and the advice. I'll b sure to never leave out the textures again! but does anyone have some feedback on gameplay??
Commented 17 years ago2007-02-11 21:14:15 UTC in vault item: fy_hydroxide_v3_final Comment #14201
There, y'see? Now people love you :P

Texturing is an important part of mapping. Never leave it out :)
I'm glad you listened and textured it.
Commented 17 years ago2007-02-11 18:56:12 UTC in vault item: Space Shuttle Discovery Launch Comment #14200
Looked great, but got an error message when I started hl. :( Ah well, will keep trying.
Commented 17 years ago2007-02-11 18:49:25 UTC in vault item: Creating vehicles Comment #14199
This is labeled as hl1. Looks like a good example though. Sadly HL2 isn't installed so I cannot play it.
Commented 17 years ago2007-02-11 18:48:25 UTC in vault item: The Diving Board Comment #14198
I really enjoyed this, check it out on 3rd person mode ;P
Commented 17 years ago2007-02-11 17:13:21 UTC in vault item: Frag Fence Comment #14197
chair.wad? there's no bloody chair in the map
Commented 17 years ago2007-02-11 15:35:13 UTC in vault item: Frag Fence Comment #14196
I lol'd aswell at "The detail of the map isn't really THAT good". :x
Espen, hush. Just because it looks simple doesn't mean it's no fun.

Kurosaki, WADINCLUDE PUH-LEASE.
..or put the wadfile with the download.

Missing chair.wad.
Commented 17 years ago2007-02-11 15:21:55 UTC in vault item: fy_lockedout Comment #14195
Awsome map!
Commented 17 years ago2007-02-11 12:46:38 UTC in vault item: DM_Stranded V2 Comment #14192
HaX
Commented 17 years ago2007-02-10 22:04:03 UTC in vault item: Frag Fence Comment #14191
:D
Commented 17 years ago2007-02-10 15:40:35 UTC in vault item: fy_hydroxide_v3_final Comment #14190
I actually want to download this now!
Commented 17 years ago2007-02-10 14:09:29 UTC in vault item: fy_hydroxide_v3_final Comment #14189
I KNOW!!!! I was in shock when i finally played it with proper textures!
Commented 17 years ago2007-02-10 10:16:29 UTC in vault item: fy_hydroxide_v3_final Comment #14188
aha! so much better with textures!
Commented 17 years ago2007-02-10 10:15:50 UTC in vault item: Frag Fence Comment #14187
"The detail of the map isn't really THAT good"

I lol'd
Commented 17 years ago2007-02-10 06:40:24 UTC in vault item: Areaportal Example Comment #14186
I don't know what you mean by the areaportal effect thingy but imo the aaa texture would've given people headache's! Nice example map!
Commented 17 years ago2007-02-09 23:44:06 UTC in vault item: moneda_low Comment #14185
who cars if you can't play it, it looks extremely sexy! (I admire your ambition!)

This would've been a perefect entry for the real-world reconstruction compo!

Tha sky looks beautiful btw, and since you didn't include any sky files, I guess it's in the gcf??

Anyway, really nice work!
Commented 17 years ago2007-02-09 21:42:51 UTC in vault item: fy_hydroxide_v3 Comment #14184
k guys, i finished the properly textured one, and thanks for making the dev textures sound like a lazy asses way of getting out of texturing a map, it really made me think... lol anyways im done the new map fy_hydroxide_v3_final... once again all suggestions are welcome
Commented 17 years ago2007-02-09 18:40:55 UTC in vault item: fy_hydroxide_v3 Comment #14183
There are a sub set of CSS maps now that are released finished w/ dev textures and have 'dev' in their name. It`s not uncommon.
Commented 17 years ago2007-02-09 13:38:48 UTC in vault item: fy_hydroxide_v3 Comment #14182
texturing is a very important part of mapping. Maps that are not textured, like this one, can not be considered 'complete'
Commented 17 years ago2007-02-09 03:32:25 UTC in vault item: moneda_low Comment #14181
Well, good to hear you weren't expecting it to be playable all along, as most do.
Commented 17 years ago2007-02-09 02:51:42 UTC in vault item: moneda_low Comment #14180
Hohoho, i know. I was just getin' to know the program, and see how much detail i could make.
Commented 17 years ago2007-02-09 02:07:24 UTC in vault item: fy_hydroxide_v3 Comment #14179
well just to please all of you ive stayed up till midnight trying to convert my map from dev to non-dev... and im only half done!! well anyways hopefully ill have this one updated b4 the end of the weekend
Commented 17 years ago2007-02-09 01:59:25 UTC in vault item: fy_hydroxide_v3 Comment #14178
Dev textures are included with HL2. They're basically used as placeholder textures. They can also be used to judge scale.
Commented 17 years ago2007-02-09 01:40:44 UTC in vault item: moneda_low Comment #14177
Sigh

N00bs and their untamed detail brushwork...

This will simply be unplayable. Have you even checked the w_ploy count? It's really the kind of thing you should just leave to Source.
Commented 17 years ago2007-02-09 00:33:20 UTC in vault item: Terrorists' spawn points not working in de_casucha Comment #14176
Haha, thanks.
This map was only to test Hammer, to lear how to make startpoints, doors, water and all the stuff.
The problem i had was that i ran the map from console, but it worked allright starting a server.

Thanks anyway!!!
Commented 17 years ago2007-02-09 00:24:17 UTC in vault item: fy_hydroxide_v3 Comment #14175
personally i dunno, but honestly the only reason why i used it is because this is my first map.... all excuses aside i do plan to make a non "dev" version of this map... just dont ask me when it'll b done by
Commented 17 years ago2007-02-09 00:17:55 UTC in vault item: fy_hydroxide_v3 Comment #14174
Why do people use these "dev" textures so much? And where did they come from? Valve?
Commented 17 years ago2007-02-08 23:38:50 UTC in vault item: Clarity Comment #14173
The map has a very nice space feel, paticularly, I am crazy about anything sci fi. But this map has some very good archetectual design. Awsome job!
Commented 17 years ago2007-02-08 23:30:00 UTC in vault item: Brushwork Entry - Mini City Comment #14172
This is a VERY detailed map, I really like the different building styles you putt, it give the felling of a real city. I also like the details you took the time to put on the roof as well as the park, and the awsome texture alighnments on the buildings.
Commented 17 years ago2007-02-07 14:00:26 UTC in vault item: surf_battleroom Comment #14171
"This is my first map"

Give the man some slack will you? Your first map was even worse.

"-they're all utter shit."

Well I've seen one, but the gameplay wasn't as smooth as in less detailed one. As for fun thats a matter of opinion. I bet your idea of fun is- good looking.

"You took a lot of time and effort to build a mono-textured box, with only your "surf wedges" adorning the walls?"

Oh and did you finish your first map in an hour? No! It takes time to learn the basics of hammer, why it took me a whole day to build my first map and it was simpler then this!

I say you shouldn't be discouraged by this silly remarks and keep on trying to improve your map, untill you'll be able to laugh at others! Build maps you like to build, no matter what they are- surf, killbox, ka, fun...ect
They are usally built by amaturs and thats why nobody in here likes them, but you can always try improve them and build something really magnificent.
Commented 17 years ago2007-02-07 06:48:51 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #14170
Thats right! Now you know. :)
Commented 17 years ago2007-02-07 06:35:17 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #14169
You're obviously speaking in Valve Time when you say "soon". :P

Seriously though, with all the other stuff you have going on, I shouldn't (and don't) expect this to be top priority.
Commented 17 years ago2007-02-07 04:42:25 UTC in vault item: cs_suburb_beta15a Comment #14168
ok u asked me to download this map while u wher in |AH| animal house server and unlike most in here i know shit bout mapping
but i agree with the majority u should ethier completely redo the outside or trash it altogether basicly made me think of a rich house in the middle a bunch of apartments and the ct's spawn in the middle of nowwhere but i acually like the windows and shutters i would add more entrie points if u keep the outside like maybe the front door or garage but u nailed it on the inside like the oueside was an after thought you threw together in five mins and i would take some of them tvs and make em blank i think will a little bit of work would be a good map oh ya one more thing next time not to base your whole map around a real place mix it up a little makes ppl like me jealous of rich ppl like you not that i'm mad
Commented 17 years ago2007-02-06 19:41:58 UTC in vault item: Space Shuttle Discovery Launch Comment #14167
(I love you Habboi don't be hatin' :P)

That's too much information for me :)

As for the fire effect...As far as I am aware I don't recall a sprite like that but unless you make your own sprite maybe you could somehow trigger the explosion effect you get from barrels to constantly repeat although it might look cheap.
Commented 17 years ago2007-02-06 11:25:26 UTC in vault item: DM-TheBadPlace Comment #14166
Since this is a clone of a map I've never seen, I can't pick on the design, since if that was your aim, you may have pulled it off perfectly.

That said, I love everything about this map anyway, except a few small nitpicky things:

-The squarish doorways and hall spaces make the rest of your beautiful, curvacious-detailing look sorta bad. Same goes for the blocky main stairs, and some of the square trim around the pillars and some walkways.

-some of those squarish blocky things might look better with different textures.

The good:

++Great detailing! the "v" thinigies, the walk-out vista, broken stuff, the portals, and some nice general detailing--that was sort of distraced from by the previously mentioned blocky stuff.

+Some great custom textures

+Nice tight, varied layout.

+ I like that you can go back and forth through the portals, and you're not just teleported to some random location.

Anyway, it's a great map, and I'd love to see how it plays! Maybe MuzzleFlash will put it on the TWHL HLDM server!
Commented 17 years ago2007-02-06 11:04:19 UTC in vault item: Areaportal Example Comment #14165
It's a superb effect--what's an areaportal anyway?--, but use standard textures (all I saw was white when looking at the rmf). Or, wadinclude them.

It's a neat idea how the env_renders incrementaly adjust the wall opacity from solid to invisible. Really, Really Cool!

You might include env_render, multimanager, and any other "keywords" in the description of your example tho... this way, peopler can find your example when searching for the entities used in the map.

Very, Very Nice! :D
Commented 17 years ago2007-02-06 09:41:37 UTC in vault item: DM-TheBadPlace Comment #14164
The living plants looked great, moving with the breeze and all, but they were kind of hidden up there. Try including them and giving them more importance in your next map.
Commented 17 years ago2007-02-06 08:00:06 UTC in vault item: DM-TheBadPlace Comment #14163
lol! :D
Ok, I will go to the bookshop tomorrow and try to study english. Do you want to study russian, guys? :D
Nevermaind, my hands and brains working and i can maping and submit maps in silence.
Commented 17 years ago2007-02-06 07:21:38 UTC in vault item: DM-TheBadPlace Comment #14162
Actually, never mind. I just saw "This map is remake for Quake DM map" in the description, so I'm pretty sure I get what you meant now. You're right that I don't recognize the map, but I have played Quake some.

And the "living plants"... Not sure I saw those.
Commented 17 years ago2007-02-06 07:16:53 UTC in vault item: DM-TheBadPlace Comment #14161
"Quake is realy old game - so I don't confused with you never seen it."

Err... Could you repeat that? I'm not sure I quite understand... ;)
Commented 17 years ago2007-02-06 02:27:51 UTC in vault item: Areaportal Example Comment #14160
its a spray texture, gives me an headache. It would have taken you 30 more seconds to aply some different textures to them and align them good, but instead you use this spray. SEIZURE !
Commented 17 years ago2007-02-06 01:02:54 UTC in vault item: Areaportal Example Comment #14159
wtf is with the texture?? nasty screenie.
Commented 17 years ago2007-02-05 23:28:17 UTC in vault item: DM-TheBadPlace Comment #14158
This map has the atmosphere of many UT 2004 maps
Thanx!
Quake is realy old game - so I don't confused with you never seen it. I made cracks on the walls to separate places, but it is not answer... Okay, I try another way in my next release. And I will use sounds for teleportation at your notice.

Did somebody likes my living plants? )