Comments

Commented 17 years ago2006-12-11 20:14:57 UTC in vault item: cs_secretwarehouse Comment #13664
thanx heaps for the tips :), yer ive never been very good at texturing, even with jedi academy :( but ill follow ur tips and ill also try to find some good texturing tutorials so i can try to understand what im doing more :)

thanks once again :)
Commented 17 years ago2006-12-11 20:02:06 UTC in vault item: 1-Way Glass HL Comment #13663
Pretty usefull, cause I was thinking about useing a one way glass in one of my maps, the thing was I did not know how I would make a one way glass, until I noticed this, so this is great for some maps.
Commented 17 years ago2006-12-11 19:10:35 UTC in vault item: Mesa Storage (Mesa Map No.2) Comment #13662
I think hes referring to 3 levels ( tiers ) for gameplay and not 3 complete maps. Also you don't have the luxory of placing snipers in SP. :o) so it must be DM
Commented 17 years ago2006-12-11 15:35:59 UTC in vault item: Ztohnrage Comment #13661
OP4 has it's own online servers in the actual SP game so yes.
Commented 17 years ago2006-12-11 15:35:14 UTC in vault item: Mesa Storage (Mesa Map No.2) Comment #13660
There are three levels to this map.

HLSP I guess.

Looks like fun.
Commented 17 years ago2006-12-11 13:04:01 UTC in vault item: dm_control Comment #13659
thankyou :)
Commented 17 years ago2006-12-11 11:08:03 UTC in vault item: dm_control Comment #13658
I like this map :)

I like stealthing n00bs with the crossbow
Commented 17 years ago2006-12-11 09:20:38 UTC in vault item: Macro Campus V1.1 Comment #13657
haha, good. I have never tought about this...
That's just an exelent Easter egg :P
Commented 17 years ago2006-12-11 09:08:51 UTC in vault item: cs_kool_deathmatch Comment #13656
thanks for that i'll fix the criticisms later. thanks for the comment anyway.
Commented 17 years ago2006-12-11 07:54:56 UTC in vault item: cs_secretwarehouse Comment #13655
A nice beginners map!

Brushwork looks fine throughout, and you even added lights--My first few maps had none! :)

Your texture alignment/application/choice is something else though :) Try aligning stuff better and use differnt ones for the outside walls and the roof.

Texturing is a little weird at first--I still dont really understand "face" or "world" lol, but you get better the more you use it. A couple of tips I can think of:

?when scaling the texture, set the x and y values--under the Face Properties window(shift-a)--to what is listed under "Size". (also in face properties.) In most all cases, the size is also the intended scale for the texture.

?Use the "Justify" buttons also under face properties. They are very useful, and will make your texturing life much easier. For the most part, don't use the "fit" button until you know more what you're doing.

?If a texture looks funny, even after all this stuff, try checking the "Face" box for the heck of it. Sometimes that's all you have to do, but I must admit, I dunno why.

?Clicking the "Hide Mask" button makes darker textures easier to see. Use the mask to make bright textures easier to see.

?If you like the way the texturing on one wall looks and you want to transplant those exact settings to another wall: select the texture and while holding the ALT button down, RIGHT-CLICK the wall you want to look the same.

Once again, the more you play around with these options, the better you'll get. Don't be afraid to try new stuff... it could make your mapping life much easier :)
Commented 17 years ago2006-12-11 07:33:50 UTC in vault item: Ztohnrage Comment #13654
Is OP4 DM it's own mod, or this will just work regularly in OP4? (sorry me stupi)
Commented 17 years ago2006-12-11 06:48:16 UTC in vault item: Mesa Storage (Mesa Map No.2) Comment #13653
So its HLDM?
Commented 17 years ago2006-12-11 01:58:57 UTC in vault item: cs_secretwarehouse Comment #13652
there added it, tell me if it works now ;) . and thx for the comment deezel
Commented 17 years ago2006-12-11 01:55:05 UTC in vault item: cs_secretwarehouse Comment #13651
woops sry

ill add it to the zip now and upload it again
Commented 17 years ago2006-12-10 08:22:07 UTC in vault item: de_simc Comment #13650
dude ur map looks good but i cant download it for some reason :s it downloads half of it and then stops downloading and the window closes, never had that problem not rating cause iu couldnt try it but i think u deserv 5 stars
Commented 17 years ago2006-12-10 05:34:47 UTC in vault item: fy_quickshot Comment #13649
yeah I guess I a little overdid the blocking part, as for the weapons. I made them to be more like a teaser. I couldnt find anything to suit that map in ambience sounds so I placed 2 music files in it, which I didnt like either.

Hostages I tried but I ended up removing them as they were too easy to rescue due to the many routes available. a bomb came to my mind but that map is too small for 2 bomb locations, unless you happen to have some suggestions.

Thanks for the feedback :)
Commented 17 years ago2006-12-10 02:58:39 UTC in vault item: cs_secretwarehouse Comment #13648
Commented 17 years ago2006-12-10 02:52:08 UTC in vault item: dod_siwa Comment #13647
Some great looking stuff, but not without problems.

Before I say anything I would recommend ditching filefront for some better hosting--unless you like annoying people. Filefront fucking sucks with their fucking forced adverts :| /rant

+Superb architecture.
+Interesting layout
+good lighting.
=mostly good texturing
-ambience?
-unrealistic clipped barriers
--disappearing faces everywhere on the map

The texuring is great mostly, but some on the temple/pyramid and the other parts looks too generic and plain imo. I would recommend finding somebody who is really good at texturing--that's not mee--, and ask them for advice maybe.

Are there any sounds in the map, even wind? Add some sounds! :) I just got done playing the They Hunger mod, and you should see how astonishingly well they utilize ambience to add realism in that mod!!

At the allies spawn where your walking up the sand dune, there is nothing blocking your path, but yet you cant proceed. I would try to think of a more realistic way of blocking the player, like with barbed wire, debris, etc.

However, the worst problem of the map is all the disappearing faces, pretty much all over the map. Either you've nulled things you think the player can't see, or the brushes are borked. You definitely have to fix this imo.

Anyway, all said, it's really solid work. I hope you finish it :)
Commented 17 years ago2006-12-10 02:32:15 UTC in vault item: fy_quickshot Comment #13646
Suprisingly great stuff!!1

I agree with mcmitcho, but it really would be better suited as a hostage rescue/bomb defuse imo, but whatever.

Everything looks great imo.

+Superb architecture
+Superb texturing
+Nice lighting
+great detailing
=Ambience is fine, but maybe some more sounds other than the music, and I would remove that italy guitar song--the other is ok.

Speaking of ambience, If you've never played the mod "They Hunger", you should check it out just for this reason. That mod used sound to add realism to the map, better than any other mod I've ever played.
=Gamepaly. No idea until I play it on a server, but I'm sure it would be fun
-Inaccessible weapons: I never think it's cool to put weapons in front of the player that they can never get, or is there a way to get them?
-some of your clip brushes blocked the player unnaturally.

For example, the two stacked boxes by the window. The boxes are both the same height, and you can jump on top the first box. Inexplicably, you can't jump onto the second box even though it's the same as the last.

I would recommend if you want to block the player from an area, find a more realistic way to do it.

Anywho, excellent stuff despite my little nitpicks.

Superb work!
*****
Commented 17 years ago2006-12-10 02:06:16 UTC in vault item: cs_kool_deathmatch Comment #13645
Compliments first:

+You provided the correct directory structure!!1 Many verterans don't even do that :) *win
+No major errors, entities competently set up.
+Fine layout for a fy/aim etc.--is that the same as cs_deathmatch?
+The pushables are a nice addition, and better yet they give me an idea for my own fy map!! :P

Criticisms:
-Blocky. Try rounding of corners, and adding trims and detail work. Blocky also means everything is generally too thick/unrealistic.
-one or both of your ladders is intersecting the wall--looks bad.
-You used 4 additional wads and the whole map has 4 freakin' textures!!1 You couldn't find anything in the whole half-life or cstrike wad that would work for this simple map!? (joking, but really :) )

I think that's about it. Nice work for a beginners map... good job! :)
Commented 17 years ago2006-12-10 00:48:01 UTC in vault item: Life's End Comment #13644
I like the style of this very amazing mod! The blend of comedy and all out odds is very good. I also like the ending where the character does not live.
Commented 17 years ago2006-12-09 15:32:16 UTC in vault item: fy_quickshot Comment #13643
Definately a good thing if you would ask me! Looks good from that screenie!
Commented 17 years ago2006-12-09 14:11:51 UTC in vault item: fy_quickshot Comment #13642
Is that a good or a bad thing ? :)
Commented 17 years ago2006-12-09 11:23:17 UTC in vault item: Macro Campus V1.1 Comment #13641
Looks great, [m][a] c r o c a [m] p [u][s] coincidence?
Commented 17 years ago2006-12-09 11:18:46 UTC in vault item: fy_quickshot Comment #13640
The most detailed FY map I have ever seen.
Commented 17 years ago2006-12-08 22:04:16 UTC in vault item: cs_secretwarehouse Comment #13639
its great, keep up the good work.
Commented 17 years ago2006-12-08 20:57:32 UTC in vault item: Versalife Comment #13638
The map is awsome! This map is worth finishing! It uses awsome textures in a way it looks completly original!
Commented 17 years ago2006-12-08 16:54:31 UTC in vault item: WallTurretExampleMap Comment #13637
Pretty helpful, turrets on walls are often needed.
Commented 17 years ago2006-12-08 09:35:42 UTC in vault item: cs_kool_deathmatch Comment #13636
fixed again
Commented 17 years ago2006-12-08 05:16:28 UTC in vault item: Surf Speedway Comment #13635
i know this is was submitted ages ago but its a fun ride. very smooth altho how about adding a couple of different turn offs and paths to take, would make it much more interesting :) and also making the teleporter further away would be a nice idea cause i flew right over the top of it first try.

but i dont think u'll take much notice of it cause uve probably forgotten about this map by now :P
Commented 17 years ago2006-12-08 05:00:24 UTC in vault item: cs_secretwarehouse Comment #13634
ok thanx :) lol @ my spelling.
Commented 17 years ago2006-12-08 04:59:08 UTC in vault item: cs_kool_deathmatch Comment #13633
np, i gotta leave for a holiday right now but when i get back ill have a look at it again
Commented 17 years ago2006-12-08 04:32:31 UTC in vault item: cs_kool_deathmatch Comment #13632
that is my updated map. hehehehe thx for comment, without that i wouldn't fixed it.
Commented 17 years ago2006-12-08 04:00:59 UTC in vault item: cs_secretwarehouse Comment #13631
To make the button not "dissapear" go into the "Flags" part and tick "Do Not Move". :)

It looks alright for a first map.
Commented 17 years ago2006-12-08 03:21:50 UTC in vault item: cs_kool_deathmatch Comment #13630
thnx for the comment ill just fix it. thnx 4 downloading
Commented 17 years ago2006-12-08 01:59:42 UTC in vault item: cs_kool_deathmatch Comment #13628
Good try for a 3rd map :) . Just a few things, it feels a bit empty maybe make it a bit smaller or try adding some better cover. dunno if its just me but its really hard to rescue the hostages, u have to drag them across a tiny little point on the ground ( i had to walk around the hostage zone about 10 times till i finally got them rescued) and there is a z-fighting error with the box in the ct's tower. but other than that it is a nice idea and a good try.
Commented 17 years ago2006-12-08 01:27:38 UTC in vault item: SweetHomeCity Comment #13627
I'm not going to say the map was bad or anything, but I at least will say a few things that could have been fixed, unless you wanted them like that, but i'll say the my postive things also.
+The zombies and Gonome were well placed
+Textures... and... well... objects where great
+Makeing it possible for one person to get through the level made it better for people that play alone
-The grunts Continusly respawning got pretty anoying
-The Chemical Waste did not move, but if you wanted it that way then its fine
-And everything else was fine

Overall I gave it a four cause I found it challengeing for me alone, and the city was a great layout, but some things got me a little anoyed. But you should make a second half to the map.
Commented 17 years ago2006-12-08 01:01:12 UTC in vault item: cs_kool_deathmatch Comment #13626
i don't included the other boxes, just for sniping crate. you can rate and comment if you want. It is my 3rd map. I haven't seen any great textures but if i had it will be great.
Commented 17 years ago2006-12-07 22:50:17 UTC in vault item: surf_water-run Comment #13625
I play this map on servers all the time :) its my favorite surf map ;) . heaps of speed and good positioning of waves, well done, timeless map :D
Commented 17 years ago2006-12-07 17:07:58 UTC in vault item: Opposing Force Minimod Template Comment #13624
This is for anyone who wants to make an opposing force mod. The file is the base folder for a mod, this will allow your mod to use all of the opposing force monsters and entities.
Commented 17 years ago2006-12-07 09:48:03 UTC in vault item: Opposing Force Minimod Template Comment #13623
A bit more information would be nice. What does it explain? What's the 'example'?
Commented 17 years ago2006-12-07 05:25:17 UTC in vault item: Srry's Minicompo #2 Entry Comment #13622
One more thing, in case anybody is interested:

I was building the whole map for the sole purpose of looking good, so I detailed everything as I went, rather than adding it in later. The architecture of the map was built to accomodate detail, not the other way around, so there wasn't any point where there was just a base map. I pretty much did one room at a time, which gave me quite a few problems, but somehow it all connected togethor in the end.
Commented 17 years ago2006-12-07 05:16:07 UTC in vault item: Srry's Minicompo #2 Entry Comment #13621
My my, thanks for all the praise. I never expected to get as much recognition for this as I have.

It's really strange how well it turned out, because I only had a very vague idea of what I wanted the map to be when I was working on it.

I started out with a hallway inspired by Quake 4 and Doom 3 maps, and I decided from there it would look best as a spaceship. Once I had defined what the length and width would be, I was really restricted on what I could build. If it hadn't been for the small rooms that were required, I would have never been able to cram as much detail in as I did, because I would be more focused on spreading it throughout the map.

I guess sometimes lack of direction actually IS a good thing! :)
Commented 17 years ago2006-12-07 04:13:10 UTC in vault item: Srry's Minicompo #2 Entry Comment #13620
I thought about this map again since I've been working on my own space station map--still in the very early stages tho.

I just played it again, and I'm still completely astounded by the detail in your brushwork for this. It really looks beautiful!!1

Simply some of the best attention to detail I've ever seen in a Half-Life map, period. Also, fantastic use of the original textures.

Sorry I didn't rate before. :(

*win
*****
Commented 17 years ago2006-12-06 20:33:43 UTC in vault item: Opposing Force Minimod Template Comment #13619
Opposing Force
Commented 17 years ago2006-12-06 19:45:59 UTC in vault item: Opposing Force Minimod Template Comment #13618
So is this for Half-Life or Opposing Force?
Commented 17 years ago2006-12-06 00:44:46 UTC in vault item: Just another lab Comment #13617
This map has a very different style. It is extremely good.
Commented 17 years ago2006-12-05 22:20:48 UTC in vault item: The Underhalls Comment #13616
The map is awsome!
Commented 17 years ago2006-12-05 21:33:05 UTC in vault item: sniper_assault_01_RC2 (for HLWE) Comment #13615
A very creative remake, faithful to the original in many ways, yet with some nice new twists.

I could nitpick about small mapping flaws, but the most important thing with a map like this is how it plays I guess. (If you're having fun playing, you're more paying attention to not getting killed, rather than small details ;))

The biggest, obvious potential problem for this map imo would be the performance. The r_speeds are very acceptable in many places, but on the edges of the map, they get sort of nasty. Again, if it plays okey--you get decent fps--then I suppose the r_speeds are irrelevant.

Anyway, nice stuff. I liked a lot of the layout changes and additions like the driveable apc and the conveyor inside. Makes me want to build my own Assault clone one day :)
Commented 17 years ago2006-12-05 15:47:02 UTC in vault item: Alternative Origin Comment #13614
The different design made it hilarious!