Commented 17 years ago2007-01-20 11:05:09 UTC
in vault item: ka_acer_remakeComment #14040
Pretty low-quality brushwork, being very under-detailed and boxy. Some of the textures are ok. The lighting is pretty bland. There is no theme whatsoever.
The layout is kinda intriguing and that jumping thinie is really pretty cool--kinda like a trampoline!
I would say in many MP fps games, much of the maps detail is lost on most players, because you're too busy for snipers and other people trying to do you harm.
In a knife map though, you have much more time to look around , since nobody has no long or medium range weapons, thereby making the them/detail/look of the map all that more important.
I'm not opposed to FY, AIM, or KA maps or other stuff besides the regular cs/de/as maps, but for god's sake if your going to make something like this, pick a theme of some sort and try to make it look interesting! A lot of times building something real or something you know makes it instantly more so.
Commented 17 years ago2007-01-19 13:33:59 UTC
in vault item: ka_acer_remakeComment #14034
What ? Nothing happend press once again and look at the bottom of your screen you will see "ka_acer by BONO remake by orglee" Why you call that towers sniper tower ? I dont get it this some building just for this map to be not so simple besides run ka_acer and compare it with my map. If that two tower disturbs your game play so much delete them you have rmf file after all But I think that view of with tower is a little bit nicer.
Commented 17 years ago2007-01-19 11:14:54 UTC
in vault item: KitchenComment #14033
It's my House lol. Not The kitchen resemblesthe hallway to the other rooms and my living room. I know i could've done a lot more (and i was planning to) but nobody else was entering and i just finished what i was working on ATM (the cabnetry)
The backyard is just sopossed to give you a sense of being. Like an ambiance not achieved with sound. I live in a residential area surrounded by trees. I know its not vm'd (some of it is. there are hills leading to the trees !!omgosh!!) but once again. that aint part of the kitchen.
As for the scale, everybody knows that a wall is 128 units high so i based it off that. It just sucks that freeman looks thru his abdomen and not his eyes; like he should.
Thanks for the commentary, and if 4 people should enter, or plan on entering then i will definitly add more detail. I just lost the drive to continue after everyone decided they didnt want to participate in the compo.
Commented 17 years ago2007-01-19 10:45:45 UTC
in vault item: KitchenComment #14032
I thought the scale seemed right on. Scale is tough in HL anyway, becuase no matter what you do, it's impossible to make the scale perfect for all perspectives and distances. Regarding the scale frankly, I think you're all smoking crack--I just played it again and it seems right-on to me :
What you 4-star raters are forgetting is this map was constructed for a BRUSHWORK compo. In that capacity it's certainly worth 5 imo. Hell, It's so much more realistic than 75% of most HL maps, I'd give it 5 even it wasn't for a bruswork compo.
The textures could be improved, but it lookt superb for the whole imo.
And lastly, he could have made more stuff interactive and added more props, but we all know how it feels to get sick of working on something, and we don't finish it, or make it as good as it could be... c'mon people! This is also why I liked the "Not The Kitchen" texture, resembling CLIP or AAATrigger LOL! I like to use the "Missing Feature" texture on stuff I'm too lazy to find a texture for at that time!
Anyway, I've said my piece, and this map doesn't need my defending it anyway... it rocks!
Commented 17 years ago2007-01-19 06:52:10 UTC
in vault item: ka_acer_remakeComment #14030
Ok I will upload demo when I will fully test this map on server with over 14 people then I will agree with your critisizm if something will be interfereing with game play I think I'll do it today.
Commented 17 years ago2007-01-19 05:16:45 UTC
in vault item: ka_acer_remakeComment #14028
This trampoline is specialy for that button and as Ive sad its remake of ka_acer. If you dont know how to use trampoline you wont be able to press button. After pressing button credits about idea and authors will be shown
Commented 17 years ago2007-01-19 01:48:37 UTC
in vault item: KitchenComment #14024
Yeah, everything Worldcraft Dude and Rowleybob said are dead on. It's ultra-detailed, ultra-interactive, and ultra-toaster-ific!!! However, the scale is way off (that lowest cabinet you had was perfect scale), the NOT THE KITCHEN!!! texture seemed out of place and not all that funny, the outside was alright except for the blocky treetops, and it seems like you could have done more with things like the fridge. I also have a bit of a problem with the textures. The wallpaper the flowers on it was especially bad, and you really overused that nasty looking mirror effect.
Other than that though, there's really no huge problems, just little improvements. It doesn't deserve five stars, in my opinion, but should be really good competition for the other entries (entry?), and I wouldn't be surprised if it won.
Commented 17 years ago2007-01-19 00:33:16 UTC
in vault item: KitchenComment #14023
I know I'm just going to get flamed for givng you 4 stars on this, but here's my review. General pros and cons: +Amazingly intricate brushwork +Lots and lots of functioning drawers and cupboards +Toaster wins at life +Texturing +/- Scaling was a tad too big. Shelves should only come up to maybe 6 inches above the waistline, not all the way up to your chest. -Microwave and oven were extremely disappointing. Neither of them functioned and there was very little detail is the two. -All the drawers were empty, a big downer -The view from the window showed a flat backyard with a tree texture lining the edge, bleh. --------------The kitchen just ends. You should have cut the edge off with some walls and a few doors, even if it doesn't match your home perfectly. But putting NOT THE KITCHEN all over the edge almost made me cry.
Commented 17 years ago2007-01-18 19:04:18 UTC
in vault item: KitchenComment #14020
edit: (sorry to spam the map comments!!! Someday we'll have an edit function... well maybe :o)
I just realized all the cupboards/drawers were bare, and there were tons of props you could have added inside them. Also lots of stuff outside like a cookie jar among many other things!!1
I'm sure you're aware of this and the lack of props nonwithstanding, it's still a superb map and compo entry!
Commented 17 years ago2007-01-18 18:34:26 UTC
in vault item: KitchenComment #14019
Holy. Jesus. Freakin. Christ!!!1~
++Spectaularly brushed! +Great Lighting ++Realistic Holy crap! ++Friggin' toaster shoots out toast!!1 +Vast majority of textures look great! =Quite functional, but room for improvement(intersections and radius) -no sounds really, but it wasn't what the compo was about -no custom sky, same as above tho
When first loading up this map, I was simply blown away at how realistic and perfectly scaled everything is. Those wood textures for the cabinets really are beautiful, and the lighting is the icing on the cake for the pretty brushwork and textures. The toaster was also a nice addition.
I liked how everything opens, and you got the speed/sounds for the doors just right. However, some of the doors intersect with each other or the walls sometimes. To eliminate this, space the doors out a little and/or limit the swing radius of the func_rotating. If you wanted you could also make some of the drawers passable if they are troublesome hitting the player, but afaik the drawers worked great!
I loved all the textures--especially the "NO KITCHEN" one :)--except the one you chose for the steel of the counter rim, faucet, and toaster. Use a different metal texture--one that has some shiny marks on it like a glasss one--or scale it down a bit. I use generic027 from the HL1 wad for most of my metal stuff.
More doodads like the toaster would've been nice, and though the map is very interactive, you could have done more with the fridge and the sink to make them more so. Some sounds like the humming of the refrigerator, a ticking clock, microwave, would have made a little more 1337 than it already is. Same with a custom sky, but whatevs, none of this stuff is what the compo was about, but it adds to the immersion.
My only last complaint/nitpick is there was no mor food besides the toast! I was hoping to see a world brush turkey, but maybe next time
Anyhoo, superbly superb work! A perfect entry for the compo and well-deserving of 5 stars! *****
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-01-17 20:06:16 UTC
in vault item: Airboat: SewersComment #14014
Really nice! Everything was sweet, but there could've been better choice of textures. Also a better ending :/. It really didn't make sense :P. Overall 4/5.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-01-17 07:04:20 UTC
in vault item: kade_glassworldComment #14012
Its Japanese music group named Ya-Ya-yah and other from the same hmm lets say school ( JohnysJrs ) named JJExpress they are makeing very nice music Ok thanks for help i willl try it.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-01-16 03:17:36 UTC
in vault item: dm_hothworld betaComment #14009
I agree with all of your layout comments. I'm currently rebuilding/redesigning the whole layout from scratch. While I prototyped the whole layout in a matter of hours on the first version, this new one is taking me a lot more time. Hopefully that means it will be a lot better!
I like the idea of having small/medium/Large weapon depots, but I'm still not sure how i'm going to do the weapons in the end. There will also be health/shiled chargers, and some more doodads, as well hidden/difficult to get weapons.
I like the idea of Traps and Puzzles, and it's something I have to spend more time thinking about. I was going to make probots come out and instantly kill you if you made it under the ATATs legs, but in the new version of the map, The ATATs are going to be completely inaccesible.
I have a whole host of custom sounds I recorded from the first half-hour of the movie, and plan to have them in different areas of the map. One is Chewey screaming when you walk into the Falcon Hangar
Commented 17 years ago2007-01-15 23:30:56 UTC
in vault item: InfiltrationComment #14008
Am enjoying the mod, but am stuck. Just hit the console - "security locks disabled" - but can't figure out where to go. Trying to get back through the steam room just gets me killed. Any help would be appreciated. Thanks.
Commented 17 years ago2007-01-15 19:38:41 UTC
in vault item: cs_takedownComment #14004
Yeah, sorry about that, I just noticed. You might want to put some kind of visual reminder about it in the picture, so you don't confuse even more people.
Commented 17 years ago2007-01-15 14:33:47 UTC
in vault item: dm_hothworld betaComment #14001
I'm such a lazy bastard for not checking this out earlier. Here's a late (hope it's not too late) review.
+ Architecture. Though some of the larger areas lacked detail (mostly the open area with the walkers and the hangar with the Falcon and the corridors) - the overall looks were quite satisfying for a beta. I'd definately add some more equipment/computers in the hangars, maybe a func_train robot mechanic (can't remember, if they had one in SW), that'd move around the hangar(s) emitting some funny sounds? That'd definately add to the overall Star Wars-ish atmosphere of the map. The terrain outside looked pretty decent, although the areas, that are accessible to the player (I suppose, that you won't be able to walk to the AT-ATs in the final version) could use a couple more bumps. Some glaciers would be pretty cool too. Although the area, that needs the most work are definately the corridors. I won't flame em', since it's a beta, but FFS, add some detail! I'd suggest making them hexagonal, with pipes, wires, sci-fi-tech stuff hanging from the ceiling. Some funky blu-ish lighting would be nice too. ^^ The command center, with the xmas tree also lacked detail a lot. You should work on the computers and the other details there. The tree was a nice touch (good spot for an easter egg) too.
+/- Layout/Weapon Placement. The layout was ok, I liked the ability to get inside the ships, although I think, that the large open area with the AT-ATs was a bit neglected in terms of layout. It's more of a dead-end, than a main battle arena. I'd definately make it into a major chokepoint of the map, rather than just an area for show. And speaking of getting into the ships - you could make it a bit harder, involving some puzzles, etc, maybe even traps to spice things up a bit. I also agree with the others on weapon placement. Only gauss/grenades ain't gonna work. Add more weapons. And I'd also suggest somehow letting the player see, what he's gonna pick up. A sprite above the weapon dispencer, with the names of the items, or even better - different kinds of dispencers (different ones for small/medium/big weapons, grenades, healthkits/batteries, etc) would be really awesome.
- Texturing. Yah.. Hope you'll change it soon.
- Ambience. The sounds from the actual movie were very nice, although I agree with CP here. Multiple sounds, triggered randomly are the best way to go. And don't forget the other ambience, like computer/gadget sounds, etc.
- Lighting. Needs major improvements. A futuristic sci-fi enviroment gives you full freedom in lighting. Experiment with different colours for different areas. That'll give your map some contrast and help the players navigate. The outside area could use a more light-blue lighting, rather than the bland white.
Overall - this looks very promising. Add more interactiveness, puzzles/traps, etc. - and you've got yourself a great map.
Commented 17 years ago2007-01-15 12:55:27 UTC
in vault item: de_takedownComment #13999
well just to add to last comment. I was asked to make a cs_ version of this map because my friend said that he thought that the CT's had a better advantage in this de_ map.
Commented 17 years ago2007-01-15 03:02:59 UTC
in vault item: de_pl_nitedust2Comment #13994
I never thought I'd ever find myself using "superb" and "Dust2 clone" in the same sentence, but this is a superb Dust2 clone!
+Great detail additions to the original +R_speeds excellent in most all areas +Nighttime theme is good for this map
I've never played any Dust2 clones, so faik there could be much better clones out there, but whatevs, I feel this is very-nicely done. I never much liked Dust2--to the chagrin of most of my friends--, but this is definitely an improvement from the original.
I especially liked the temple by the T spawn, and the other details/new areas were nicely done. This map is so big and plain to begin with, there's certainly more room for small detailing if you felt like it--just don't sacrifice detail for performance too much.
Last comment, I like the apc at the CT spawn, and while it looks good, there's something about it that looks weird to me that I can't put my finger on just yet--maybe a nicer texture or lowere texture scale? I would have also made the turret on it a func tank, and added a nice 50 call or 20mm at the T spawn to make it fair
Anyway, great work, and I find it REALLY hard to believe that this is your first map!!1, but if it is: SPECTACULAR first map!!1
...did I miss something?
And instead of just saying 'boo', could you please explain why it's so poor and what could make it better?
The layout is kinda intriguing and that jumping thinie is really pretty cool--kinda like a trampoline!
I would say in many MP fps games, much of the maps detail is lost on most players, because you're too busy for snipers and other people trying to do you harm.
In a knife map though, you have much more time to look around , since nobody has no long or medium range weapons, thereby making the them/detail/look of the map all that more important.
I'm not opposed to FY, AIM, or KA maps or other stuff besides the regular cs/de/as maps, but for god's sake if your going to make something like this, pick a theme of some sort and try to make it look interesting! A lot of times building something real or something you know makes it instantly more so.
Im not mad. Im happy cause someone have some tips for me
You need to stop making aim_, fy_ and ka_ maps as soon as possible and move on to de_ and cs_ maps.
And why is that ?
Totaly analphabetic. Its sad ;|
If that two tower disturbs your game play so much delete them you have rmf file after all But I think that view of with tower is a little bit nicer.
Not The kitchen resemblesthe hallway to the other rooms and my living room.
I know i could've done a lot more (and i was planning to) but nobody else was entering and i just finished what i was working on ATM (the cabnetry)
The backyard is just sopossed to give you a sense of being. Like an ambiance not achieved with sound. I live in a residential area surrounded by trees. I know its not vm'd (some of it is. there are hills leading to the trees !!omgosh!!) but once again. that aint part of the kitchen.
As for the scale, everybody knows that a wall is 128 units high so i based it off that. It just sucks that freeman looks thru his abdomen and not his eyes; like he should.
Thanks for the commentary, and if 4 people should enter, or plan on entering then i will definitly add more detail. I just lost the drive to continue after everyone decided they didnt want to participate in the compo.
What you 4-star raters are forgetting is this map was constructed for a BRUSHWORK compo. In that capacity it's certainly worth 5 imo. Hell, It's so much more realistic than 75% of most HL maps, I'd give it 5 even it wasn't for a bruswork compo.
The textures could be improved, but it lookt superb for the whole imo.
And lastly, he could have made more stuff interactive and added more props, but we all know how it feels to get sick of working on something, and we don't finish it, or make it as good as it could be... c'mon people! This is also why I liked the "Not The Kitchen" texture, resembling CLIP or AAATrigger LOL! I like to use the "Missing Feature" texture on stuff I'm too lazy to find a texture for at that time!
Anyway, I've said my piece, and this map doesn't need my defending it anyway... it rocks!
Other than that though, there's really no huge problems, just little improvements. It doesn't deserve five stars, in my opinion, but should be really good competition for the other entries (entry?), and I wouldn't be surprised if it won.
General pros and cons:
+Amazingly intricate brushwork
+Lots and lots of functioning drawers and cupboards
+Toaster wins at life
+Texturing
+/- Scaling was a tad too big. Shelves should only come up to maybe 6 inches above the waistline, not all the way up to your chest.
-Microwave and oven were extremely disappointing. Neither of them functioned and there was very little detail is the two.
-All the drawers were empty, a big downer
-The view from the window showed a flat backyard with a tree texture lining the edge, bleh.
--------------The kitchen just ends. You should have cut the edge off with some walls and a few doors, even if it doesn't match your home perfectly. But putting NOT THE KITCHEN all over the edge almost made me cry.
I just realized all the cupboards/drawers were bare, and there were tons of props you could have added inside them. Also lots of stuff outside like a cookie jar among many other things!!1
I'm sure you're aware of this and the lack of props nonwithstanding, it's still a superb map and compo entry!
++Spectaularly brushed!
+Great Lighting
++Realistic Holy crap!
++Friggin' toaster shoots out toast!!1
+Vast majority of textures look great!
=Quite functional, but room for improvement(intersections and radius)
-no sounds really, but it wasn't what the compo was about
-no custom sky, same as above tho
When first loading up this map, I was simply blown away at how realistic and perfectly scaled everything is. Those wood textures for the cabinets really are beautiful, and the lighting is the icing on the cake for the pretty brushwork and textures. The toaster was also a nice addition.
I liked how everything opens, and you got the speed/sounds for the doors just right. However, some of the doors intersect with each other or the walls sometimes. To eliminate this, space the doors out a little and/or limit the swing radius of the func_rotating. If you wanted you could also make some of the drawers passable if they are troublesome hitting the player, but afaik the drawers worked great!
I loved all the textures--especially the "NO KITCHEN" one :)--except the one you chose for the steel of the counter rim, faucet, and toaster. Use a different metal texture--one that has some shiny marks on it like a glasss one--or scale it down a bit. I use generic027 from the HL1 wad for most of my metal stuff.
More doodads like the toaster would've been nice, and though the map is very interactive, you could have done more with the fridge and the sink to make them more so. Some sounds like the humming of the refrigerator, a ticking clock, microwave, would have made a little more 1337 than it already is. Same with a custom sky, but whatevs, none of this stuff is what the compo was about, but it adds to the immersion.
My only last complaint/nitpick is there was no mor food besides the toast! I was hoping to see a world brush turkey, but maybe next time
Anyhoo, superbly superb work! A perfect entry for the compo and well-deserving of 5 stars!
*****
I like the idea of having small/medium/Large weapon depots, but I'm still not sure how i'm going to do the weapons in the end. There will also be health/shiled chargers, and some more doodads, as well hidden/difficult to get weapons.
I like the idea of Traps and Puzzles, and it's something I have to spend more time thinking about. I was going to make probots come out and instantly kill you if you made it under the ATATs legs, but in the new version of the map, The ATATs are going to be completely inaccesible.
I have a whole host of custom sounds I recorded from the first half-hour of the movie, and plan to have them in different areas of the map. One is Chewey screaming when you walk into the Falcon Hangar
Thanks for the useful comments!!1!
Not very good for a cs_ map. (Not bad, it's just misleading.)
Maybe a screenie at the hostages?
check my other maps.
Here's a late (hope it's not too late) review.
+ Architecture. Though some of the larger areas lacked detail (mostly the open area with the walkers and the hangar with the Falcon and the corridors) - the overall looks were quite satisfying for a beta. I'd definately add some more equipment/computers in the hangars, maybe a func_train robot mechanic (can't remember, if they had one in SW), that'd move around the hangar(s) emitting some funny sounds? That'd definately add to the overall Star Wars-ish atmosphere of the map.
The terrain outside looked pretty decent, although the areas, that are accessible to the player (I suppose, that you won't be able to walk to the AT-ATs in the final version) could use a couple more bumps. Some glaciers would be pretty cool too.
Although the area, that needs the most work are definately the corridors. I won't flame em', since it's a beta, but FFS, add some detail! I'd suggest making them hexagonal, with pipes, wires, sci-fi-tech stuff hanging from the ceiling. Some funky blu-ish lighting would be nice too. ^^
The command center, with the xmas tree also lacked detail a lot. You should work on the computers and the other details there. The tree was a nice touch (good spot for an easter egg) too.
+/- Layout/Weapon Placement. The layout was ok, I liked the ability to get inside the ships, although I think, that the large open area with the AT-ATs was a bit neglected in terms of layout. It's more of a dead-end, than a main battle arena. I'd definately make it into a major chokepoint of the map, rather than just an area for show. And speaking of getting into the ships - you could make it a bit harder, involving some puzzles, etc, maybe even traps to spice things up a bit.
I also agree with the others on weapon placement. Only gauss/grenades ain't gonna work. Add more weapons. And I'd also suggest somehow letting the player see, what he's gonna pick up. A sprite above the weapon dispencer, with the names of the items, or even better - different kinds of dispencers (different ones for small/medium/big weapons, grenades, healthkits/batteries, etc) would be really awesome.
- Texturing. Yah.. Hope you'll change it soon.
- Ambience. The sounds from the actual movie were very nice, although I agree with CP here. Multiple sounds, triggered randomly are the best way to go. And don't forget the other ambience, like computer/gadget sounds, etc.
- Lighting. Needs major improvements. A futuristic sci-fi enviroment gives you full freedom in lighting. Experiment with different colours for different areas. That'll give your map some contrast and help the players navigate. The outside area could use a more light-blue lighting, rather than the bland white.
Overall - this looks very promising. Add more interactiveness, puzzles/traps, etc. - and you've got yourself a great map.
Use The Hammer, Luke.
Heh.. Always wanted to say that. ^^
I was asked to make a cs_ version of this map because my friend said that he thought that the CT's had a better advantage in this de_ map.
thanks for comment
+Great detail additions to the original
+R_speeds excellent in most all areas
+Nighttime theme is good for this map
I've never played any Dust2 clones, so faik there could be much better clones out there, but whatevs, I feel this is very-nicely done. I never much liked Dust2--to the chagrin of most of my friends--, but this is definitely an improvement from the original.
I especially liked the temple by the T spawn, and the other details/new areas were nicely done. This map is so big and plain to begin with, there's certainly more room for small detailing if you felt like it--just don't sacrifice detail for performance too much.
Last comment, I like the apc at the CT spawn, and while it looks good, there's something about it that looks weird to me that I can't put my finger on just yet--maybe a nicer texture or lowere texture scale? I would have also made the turret on it a func tank, and added a nice 50 call or 20mm at the T spawn to make it fair
Anyway, great work, and I find it REALLY hard to believe that this is your first map!!1, but if it is: SPECTACULAR first map!!1