Comments

Commented 17 years ago2006-11-27 12:18:09 UTC in vault item: Leak, help please Comment #13563
Sorry, what i meant was show that its included with the post :)
Commented 17 years ago2006-11-27 09:43:05 UTC in vault item: Leak, help please Comment #13562
You should try uploading the .RMF so people could have a look at it
Commented 17 years ago2006-11-27 09:11:37 UTC in vault item: VoD_pwnage won't compile correctly Comment #13561
Also, what is the problem with the map ?
Commented 17 years ago2006-11-27 09:11:06 UTC in vault item: VoD_pwnage won't compile correctly Comment #13560
What WAD Files are you using Maj.Bromley ?
Commented 17 years ago2006-11-26 18:36:08 UTC in vault item: second chance lvl 1 Comment #13559
Livewire got caught watching pr0n by his mother.
Commented 17 years ago2006-11-26 18:25:02 UTC in vault item: cartoon Comment #13558
Livewire can suck my cock.
This comment was made on an article that has been deleted.
Commented 17 years ago2006-11-26 10:15:25 UTC in vault item: Arch Comment #13555
C1A0_WDSIGN

Sort of... it says Anom. Mat. Labs :(

I could have sworn ther was a better one than that, but I've not been able to find it :(

You may have to make some crispy custom textures :)
Commented 17 years ago2006-11-26 07:46:25 UTC in vault item: Texas Rangers (Compo 22) Comment #13554
www.chucknorrisfacts.com
Commented 17 years ago2006-11-26 07:12:01 UTC in vault item: Arch Comment #13553
Thnx! Btw, does anyone know where can i get a anomalous materials team texture. (For Freemans office :)
Commented 17 years ago2006-11-26 02:57:22 UTC in vault item: Macro Campus V1.1 Comment #13552
First of all, this map is amazing for its size. This is the kind of map I really love, so mad props to you on this one.

+ITS HUGE! Plenty of room! I spent a long time looking around the map and was surprised time and time again to discover that there was even more to look into.
+Atmosphere. Breathtaking environment. I love how you incoorperated a city, a beach, and mountains. Plus they all fit together very well.
+Makeshift sun. The sprites in the sky made for a great lighting effect, so far the only other map that I've seen that uses that is 3d_mike's de_survivor.
+The land. The land and mountains were great. The cars and other small props, not so much, but the ground itself looked great for its conservative nature. Great job on that.
+R_speeds are surprisingly. I'm not sure how you managed it, but I'm in awe. I have to know how you did it. I could see some significantly stretched textures, and I know the boxy style helped a lot, but still...
-Linear paths. A lot of the routes from one place to another only had one path, which leds to a linear feeling, especially when running around the mountains.
-This one's a killer: Item placement. The mountains had enough stuff laying around to keep me content, but the city and the beach were practically empty. I only found maybe 4 or 5 items total in each area(and I mean ALL items. Medkits, batteries, weapons, ammo, everything).
-Most roads led to a dead end, and there were a few doors that were raised high off the ground, "opening" to nothing.
Commented 17 years ago2006-11-25 19:20:59 UTC in vault item: Macro Campus V1.1 Comment #13551
"very bad item placement = results in unfair gameplay"
That's something I can't afford. I've played this map for week's with some fridns just to polish the itens positions. Maybe only playng with many player's you can notice it.

Those Blocky car's are just there for cover (instead of Blocky crates, makes more sense...).

Why Gauss is difficult to get? Because with it, you can cath up ANY item in the map easily.
I can't put to much item too, or the map will lag (too much Entity traffic, remenber, it's a Huge open space)

"Did you map this of a real place?"
No, actualy I've started it from scratch ( I even not planned it on a papper or something :P).

"I strongly suggest you PM MuzzleFlash and ask he puts it on his server, so that i can give it a proper test with other players."
That's would be cool. But I can't find his name :P
Commented 17 years ago2006-11-25 17:49:13 UTC in vault item: Macro Campus V1.1 Comment #13550
ok it wasnt send later.. okay some points of the replay:
great atmosphere/theme/graphics except for the blocky cars
very bad item placement = results in unfair gameplay
dead ends and places with nothing where items could/should have been.
7/10 = 4 stars
Commented 17 years ago2006-11-25 17:18:55 UTC in vault item: Arch Comment #13549
Quite nice stuff!.. especially for your first! :)

+Excellent, creative detailing
+Good use of the original textures
+Lighting is fine
+Very neat HEV sequence :)
=Nice ambients, maybe add some more

I love the bulletproof glass/mesh holding up the rock, and all the nice little details. You've still got lots of room to add stuff, and I'm sure you will judging by what you have so far.

Great work so far, keep it up!

(One small thing you can add btw to Freeman's office--if it is his--is a desk name tag. While using the texture browser, type in NAMES, and all the various nametags--including freemans--will pop up.)
Commented 17 years ago2006-11-25 11:20:29 UTC in vault item: aim_pistolround Comment #13548
"blocky, to the point of injury" --LOLZ!!1

Well in order for it to be blocky, there has to be some architecture, which there there is almost none ;)

Map = A box, crates, 2 ramps, 2 pillars.

Like Hunter said though, It LOOKS ok for what it is. Would still probably be fun to play--all these types of maps are poorly mapped, but somehow they're all fun too :)

Also agree with Huntee about the lighting--subtle and dark over too bright/fullbright any day of the week.
Commented 17 years ago2006-11-24 22:39:52 UTC in vault item: aim_pistolround Comment #13547
Thanks for your input, I agree with you 100% I just can't think of anything else to put their but crates. Innitailly I was giong to make it with cars but that proved to be too challanging for my first map, but ill give it another try and see if I can't make it work.

yeah that is 640 x 480 ive always played like that and I just can't bring myself to change it lol.
Commented 17 years ago2006-11-24 21:23:55 UTC in vault item: aim_pistolround Comment #13546
holy shit you run at a low resolution.. what is that, 640 x 480?

Anyway, the type of map limits this to a maximum rating of 3 stars, but i must say that it is not a bad example of the gametype.

Sadly, it still shows many of the signs of a bad map.

? repetative texturing
? crates. crates. oh, and more crates.
? blocky, to the point of injury.
? been done 1000 times before.

However, i actually quite like the simplistic lighting, so it doesn't quite sink as low as 1 star..

I strongly suggest you work on this some more.. Add some height variation.. Give the floor some interesting changes in texture, and for god's sake get rid of the crates.. Put something more imaginitive in their place.
Commented 17 years ago2006-11-24 16:19:30 UTC in vault item: Valve Hammer Manor - compo 22 Comment #13545
I agree, thanks.
Commented 17 years ago2006-11-24 12:12:29 UTC in vault item: Macro Campus V1.1 Comment #13544
I actually disagree with Rowleybob and Kasperg and that doesn't happen to often..

The map itself looks decent, I understand its general blockyness has a reason. But seriously, those cars really and I mean really looked shitty.

The map is quite big, it actually took me a few times to get to the windmill. I must say the map lacks weapons. For such a big map their aren't much weapons. Also, getting the gauss is quite difficult, because you'll have to run in open space. You would be better off going for the egon. It's easy to get and has a lot of ammo.

I liked the fake HDR action. Looked sexy.

I won't rate, dunno what to rate, I guess it would be a 4.
Commented 17 years ago2006-11-24 07:40:41 UTC in vault item: Valve Hammer Manor - compo 22 Comment #13543
'Non-Sprite set to glow' error over and over in dev console

Gib room crashed HL.

The Hammer room is very well made but so long as the fatal engine crashing problem remains I don't see this getting top marks in the compo.

Sorry.

3/5 (1 of which counts for the great brushwork.)
Commented 17 years ago2006-11-24 01:32:37 UTC in vault item: Kidnapped Comment #13542
theres a part of the door that can be broken, once u broke it theres a hidden button on the wall close to the light switch then the soda machine moves and theres where the fun begins!(thx for the reviewing)
Commented 17 years ago2006-11-23 19:42:11 UTC in vault item: Macro Campus V1.1 Comment #13541
I wrote a detailed review for you and submitted it, but somehow it wasnt send. This is really frustrating. maybe its just a bug and it will be shown later.
Commented 17 years ago2006-11-23 18:52:11 UTC in vault item: Macro Campus V1.1 Comment #13540
dude I love your promotion screenshot I have to download and check this out!
Commented 17 years ago2006-11-23 18:18:40 UTC in vault item: Texas Rangers (Compo 22) Comment #13539
That was unbelievably good; I thoroughly enjoyed it ;)
Commented 17 years ago2006-11-23 16:04:47 UTC in vault item: Texas Rangers (Compo 22) Comment #13538
The man, who's gonna kill you, because you dont'n know him :D
Commented 17 years ago2006-11-23 14:53:48 UTC in vault item: sc_officees Comment #13537
im gonna remake it from scratch :D
Commented 17 years ago2006-11-23 14:50:54 UTC in vault item: Texas Rangers (Compo 22) Comment #13536
i dont know chuck norris whos he?
Commented 17 years ago2006-11-23 11:34:02 UTC in vault item: dm_trainyard Comment #13535
Thank you :D
Commented 17 years ago2006-11-23 09:44:00 UTC in vault item: cs_miami Comment #13534
This looks GREAT! As previous comments mentioned the outside of this map is particularly awesome. Yes maybe the textures were a little bit repetitive inside the office but that's not really an issue since it's the same building and the interiors of the office weren't meant to be some flashy trend design and such.

Few things that left me bother were the lightning of the vents since there were no actual source of lights so the light just came out of nowhere. Of course this might have been just a gameplay thing to eliminate nasty shadows from campers but in my opinion light should always have a source.

The second was that I had some hard time to get hostages out of the building near the main entrance to the right where this room leads to another corridor was really pain in the ass! Well this has been an issue in my maps too so don't sweat it ;)

Overall excellent job in brushwork, textures, props, detail ect. and a very playable map with both teams!
Commented 17 years ago2006-11-23 03:26:14 UTC in vault item: dm_trainyard Comment #13533
wicked dm map Exos, you should be getting paid
Commented 17 years ago2006-11-22 19:41:35 UTC in vault item: Orb (Compo 20) Comment #13532
Very interesting map, small, but who cares, everything about this map made it Great, mostly the Orb and the way everything reacted the way they should when they are destroyed. This map was Great.
This comment was made on an article that has been deleted.
Commented 17 years ago2006-11-22 12:35:24 UTC in vault item: dm_tunnelroad Comment #13530
This is a really excellent map:

Pros:

Loved the brushwork! Bevelled corners, intricate columns ingraved into the walls, support beams, pillars, etc All done well.

Texture work and choice was perfect!

Prop work was done good as well. Pipes, fences, all awsome!

Lighting and cubemaps were all done well also. No reflection distortion, no bad lighting, all done awsome!

outside really looked like it was pulled out of real-life. Excellent!

Cons:

Too BIG! This map IS HUGE! HL2DM servers usually dont host more than 16. With 16 people on the map its still too big.

Displacement work was too wavy. It looked more like the waves on an ocean then formations in land.

Those too errors are so small they dont really matter.

GREAT JOB ON AN EXCELLENT MAP!
Commented 17 years ago2006-11-22 10:04:53 UTC in vault item: Fy_Glasshouse Comment #13528
I actually liked the caverny bits, sorry if I wasn't too clear :)

Here's a picture of what I mean, of one method to achieve the 3D volumetric light:

https://sites.google.com/site/rowleybob/3dvolumetriclight.jpg

Or for more info, check out the .rmf from my compo 20 map:

https://twhl.info/vault/view/3885
Commented 17 years ago2006-11-22 08:53:12 UTC in vault item: Kidnapped Comment #13527
Inexplicably, the first time I played it it asked me for cstrike.wad, and then another one. Upon playing it again, it loaded fine--sorry!

Some nice little detail items like the tv and the computer stuff. Make some of the brushes that look "funny" into func_walls, or texture all the brushes of one prop "as one" with the same other properties, so it looks better.

Other nice, thoughtfully designed props--like the bed--were fine, if not scaled a little weird.

The rest of the first room is hugely huge and blocky--it's a box :)--, and quite unrealistic.

I couldn't get past the first room--how do you get out? I don't spend a lot of time reviewing a single map, and I'm kinda new to SC, so please indulge my ignorance on how to proceed, and I might finish the rest :)
Commented 17 years ago2006-11-21 23:46:32 UTC in vault item: Kidnapped Comment #13526
dude i included them in the bsp..-.- u havent even tried it out?...
Commented 17 years ago2006-11-21 23:43:34 UTC in vault item: de_madness Comment #13525
Thanks for the comment, i will make it FY, mostly because i hate the bomb killing you everiwhere after it explodes.
Im still a noob at texture making, but will try my best at it.
Commented 17 years ago2006-11-21 20:58:59 UTC in vault item: Macro Campus V1.1 Comment #13524
Lovely. One of the few HL1 engine maps I've seen that try to do something different in scale (another example could be Rimrook's "Sunden")
I liked the skybox + fake HDR combination, it worked very well.
The terrain doesn't look exactly realistic, but it kept the r_speeds in perfect numbers, which is a big feat.
I think some of the dead-ends wouldn't be helpful for deathmatch, but the map could still be fun to play (shouldn't you label it for HLDM?).
A minor adjustment you could also make is using masked textures for the cars. I know they don't have 3d wheels because of performance, so transparency is the way to go in my opinion...
Keep it up.
Commented 17 years ago2006-11-21 19:56:38 UTC in vault item: Macro Campus V1.1 Comment #13523
K. I redownloaded, and it worked--problem on my end it seems, Sorry!

Breathaking stuff! Superb performance for such a goddamned-huge map!

++superb texturing and custom sky
+Great architecture, but some things are boring--to keep r_speeds down, probably.
++Absolutely superb performance
=Could use more interior spaces maybe
=could maybe use more routes to town, like a cable car or a water route or something.

Some of your cliff's verticeis don't match up. HLFix or redesigning them a little will easily fix it, otherwise the brushwork is very clean.

Did you map this of a real place? This level contains far more comprehensiveness of a real location than most maps I've played, and when I do come across them, it's usually because there modelled after real locations.

I'll have to play this again, when i have more time--this thing is huge! It will take me a while to explore all the goodies :)

Great map, keep 'em coming :P
Commented 17 years ago2006-11-21 19:40:00 UTC in vault item: de_madness Comment #13522
This would be a neat layout for an FY map, and not a traditional bomb/defuse, but whatever.

+intriguing layout--for FY
+almost no technical errors, except some intersecting brushes by the rifle slots.
= architecture
=boring textures
=No way for me to rate gameplay
Commented 17 years ago2006-11-21 19:20:44 UTC in vault item: Kidnapped Comment #13521
Um, no it won't work without the wads. Anything besides the base HL wads, you need to include them in the map or in the download.

If you get it straightend out and still want a review, PM me.
Commented 17 years ago2006-11-21 19:18:37 UTC in vault item: Texas Rangers (Compo 22) Comment #13520
Whoa, thanks rowley...guess that last 7 hours-in-a-row-mapping payed off:)
Commented 17 years ago2006-11-21 18:54:13 UTC in vault item: Minimod Template Comment #13519
Oh also, you might more aptly name the title--I had know idea what his was Until I downloaded.

maybe something like: "Minimod Template" or "Mod Template"
Commented 17 years ago2006-11-21 18:52:13 UTC in vault item: Minimod Template Comment #13518
What a nice idea, though I think the minimod tutorial here includes an example. Even if it does, it's still a useful thing for people I guess.

My only complaint is that you include the "config.CFG" file, that is not only completely unnecessary in most cases, it's annoying because it resets you key binds.
Commented 17 years ago2006-11-21 18:48:04 UTC in vault item: de_aztec_cob Comment #13517
Suprisingly neat stuff!

++Superb/unique architecture in many places
+Nice lighting in most places
++Superb performanace in huge open areas--Impressive
=nice volumetric light (room for improvement)
=map is overly huge
=A lot of areas look to much alike
-not enough small detail work/props

Some closer detail to the small detail and props like the crypts--they were square boxes with no decoration whatsoever, and the skeletons "floating". Pretty much everywhere there was no small detail items, but in the same your r_speeds are immaculately low. The fine detail stuff makes you level so much more interesting though.

I can't rate gameplay, since I didn't fight anyone on it; I'd be VERY interested to see how this plays.

All in all, a superb go at a Aztec remake, refreshingly original layout, and thoughtfully constructed.

Nice job!
Commented 17 years ago2006-11-21 18:46:43 UTC in vault item: Macro Campus V1.1 Comment #13516
No error here. maybe it corrupted via download....
Commented 17 years ago2006-11-21 18:27:33 UTC in vault item: Macro Campus V1.1 Comment #13515
Commented 17 years ago2006-11-21 18:16:52 UTC in vault item: Macro Campus V1.1 Comment #13514
from the screenies, this looks rather nice indeed!

I strongly suggest you PM MuzzleFlash and ask he puts it on his server, so that i can give it a proper test with other players.
Commented 17 years ago2006-11-21 17:47:24 UTC in vault item: Texas Rangers (Compo 22) Comment #13513
Frickin' hilarious!!1 :P

I LOVED the Punching hand and the kicking boot... LOLOLOLOL!!1 XD

++Well-thought out script, voice acting
+The "Ranger" skins made me lol
+Beautiful cutscenes
+Very nice Brushwork/lighting/texturing
++Beginning "TV" shot well done
++Frickin' Hilarious!

Superb work, perfect for the compo!
*****
Commented 17 years ago2006-11-21 17:41:47 UTC in vault item: Valve Hammer Manor - compo 22 Comment #13512
Thanks all for comments :)

Yep, all those gibs cause the "too many enties" error, a.k.a. "no free edicts", and zaps you back to windows after some erratic engine behavior.

Otherwise, the map is pretty clean imo.

Quite right Hunter, this definitely belongs in unfinished...

<moving to unfinised>