Commented 17 years ago2006-11-21 17:18:05 UTC
in vault item: Room of DoomComment #13511
Three stars for an awesome theme!
Good things. -Nice mood -Nice idea with the cross!
Bad things: -No real architecture -Bad texturing -Semi bad weapon placement -Boring lights -the map is both too big and too smal. There are few places to go but it takes to long to get there if you know what I mean. -Make somthing good with the blood will ya?
Commented 17 years ago2006-11-21 14:58:19 UTC
in vault item: second chance lvl 1Comment #13507
This was a fun map actually, if you read this message then you have found my secret announcement.
I am making a video about my Mapping Past, I was close to finishing but I don't like the limits of Windows Video Maker so I am winning another program to make a decent video.
Commented 17 years ago2006-11-21 07:49:39 UTC
in vault item: dm_tunnelroadComment #13505
Looks pretty good on the screen. Can you please get some more screens, as I don't often get to play a PC with HL2DM?
Anyways, pretty realistic and detailed. Man, that "Sovjet 70-s" look on HL2 makes me somewhat nostalgic! I'm from Ukraine, but live in Norway over 4 years now. Man, this pic wakes my memories! Rating removed by admin
Commented 17 years ago2006-11-21 07:46:47 UTC
in vault item: de_aztec_cobComment #13504
Pretty descriptive...erm...description.
Another aztec remake? And what does cob stay for?
I like that you included some volumetric light in the map, but I suggest that you try to use the vertex tool a bit moer. The map right now looks just too blocky.
awesome detailwork on the bear and the statue. Im very impressed. The fire kinda sucked though ^^ a mini texture stretched to the max ;)? well that was probably on purpose. The HOM effect made me LoL ;D but the greatest thing was Worldcraft of course - I managed to jump into it, but never got out xD the gibs made my HL crash x) those doors must have been a lot of work too when I think about it.
Commented 17 years ago2006-11-20 09:06:27 UTC
in vault item: Fy_GlasshouseComment #13486
@rowleybob: thanks for your comments!
A few things to note:
1. I reccently instaled a new graphic card (Radeon x1900rx), so I got hardware confict and had to reinstall Windows, effectively erasing Steam and my unfinished map wih it. However, I remembered, that lucky me had copied the map to my USB device, so it's not as complete (no spawn points and such), but definitely just a few hours worth of work to do to restore it to this submitted piece of work.
2. Volumetric light...ahhh yes...I intended originally to do just like you said. However, it became EXTREMELY ugly. You see, all these thin brushes somehow become visible from side. It looks more like a hollow box from side, than normal illusionary light. Unless one can create brushes with 0-unit width, there's no way to fix it. The edges simply are visible through the transparent brushes. Also, you might have noticed, just on the down edge of my brushes, there is a tiny yellow line, where "fade" goes to "black". No idea how to fix it. Also, what do you mean to "align properly"? The lights on the CT base are pointing right down, so the volumetric light should point down as well.
3. FY_. No idea what to name it. Any suggestions? I can of course redo it for HLDM, but I don't fancy that game. Or maybe Sven Co-op, which I simply adore right now? Anyway, there exist some maps like mine, with a single goal of eliminating the opposing team, and at same time ability to buy weapons.
4. Glass. AH, GLASS! yes, I love glass. The stairs are made transparent for a reason. They can be broken as well, so it spices up the gameplay a bit. Although you need 10 secondary knife hits to break it, or a full round of M4A1 (or whatever). Also, I think I'll make the mid-glasses (those extra-hardy and little-trasparent) even hardier, and not transparent at all. My intention is that both teams should hae to climb to the highest floor to be able to actually fight.
5. The "caverns". Do you refer to the entrances from both the T and CT bases? Yes, I don't like them much either, but that's as far as I can go. Without a displacement tool like the one in Source, it's a little I can do without SERIOUS vertex manipulation.
6. You might have noticed, that the map features a huge fan and 2 side-rooms, in which some machinery seems to be standing. This was just to add a bit of spice to the map. The fan is strong enough to blow you up again if you fall out of the topmost floor (without jumping). And the machinery in the side-rooms gives off an industrial ambience sound when the fan is online. Just to spice the map a bit =).
Commented 17 years ago2006-11-17 10:36:58 UTC
in vault item: Fy_GlasshouseComment #13469
Well, this is not your typical FY map, in more ways than one--maybe you should change the title?!
For starters there are no weapons; FY maps leave piles of guns for the players to use. This is also way more detailed/nice than 99% of any FY maps i've ever seen
The glass stuff might be interesting in a game. The stairways are kinda hard to see, as well navigating the glass maze, but maybe that was intentional on your part. I doesn't matter anyway, since you can shoot through it I guess
I like the "caverny" parts... not very fancy, but the rock parts that connect you to the glass part look really good imo.
Last nitpick, align your volumetric light properly, and make them 3D... they'll look so much better. By 3D, I mean make each "side" of the light rays out of a seperate brush. Then apply the fade texture inside and out of the beam, so it doesn't disappear when you look under it.
Very nice map, and quite spectacular for you first!
Commented 17 years ago2006-11-16 16:28:23 UTC
in vault item: aim_crossover_remixComment #13466
-A distance range map with shotguns?... -The texture in the middle of the map is way too enlarged, you showldnt use fit there. -All the crates break, even if you shot just one... -The columns are too wide. Try making them a thinner. -I tought your screenshot was like your map, include a screenshot with textures next time, that thing doesnt look alike it.
Commented 17 years ago2006-11-15 13:46:22 UTC
in vault item: cs_suburb_beta15aComment #13463
Kigrind, this is not a 5 star map. The outside was horrible, the FPS was horrible, the optimization was horrible. The inside was the only good thing. THis is in no way a 5 star map. 5 star maps are perfect. This is FAR from it. (no offense, its still good, but not 5 star good)
Commented 17 years ago2006-11-14 20:41:42 UTC
in vault item: cs_suburb_beta15aComment #13461
Really it might do it with some card types because they suck worse at running different types of DX or other code.
Take for example glass and water. They are able to run at DX7 and some render the DX7 texture by default on low setting. If you have a card that is horrible at running the DX7 but good at DX9 then you have yourself a bind since most games built for the card wont use DX7, I hope.
Also if he put func-detail on walls that devide the room its going to lag it like crazy.
Commented 17 years ago2006-11-11 13:17:42 UTC
in vault item: Grunt Bust DoorComment #13456
I actually made a better version of this but didnt upload it (used rowleybob's "molten cut metal" idea.)And also made burned decals show up on the door.
Good things.
-Nice mood
-Nice idea with the cross!
Bad things:
-No real architecture
-Bad texturing
-Semi bad weapon placement
-Boring lights
-the map is both too big and too smal. There are few places to go but it takes to long to get there if you know what I mean.
-Make somthing good with the blood will ya?
Otherwise it's nice.
think about putting up a better screenshot - this one looks horrible.
Always include a screenshot for a map
Run buildcubemaps. It takes 5 seconds. There is no need to release it without building them.
Im in class now, but I will download this later
I am making a video about my Mapping Past, I was close to finishing but I don't like the limits of Windows Video Maker so I am winning another program to make a decent video.
Anyways, pretty realistic and detailed. Man, that "Sovjet 70-s" look on HL2 makes me somewhat nostalgic! I'm from Ukraine, but live in Norway over 4 years now. Man, this pic wakes my memories! Rating removed by admin
Another aztec remake? And what does cob stay for?
I like that you included some volumetric light in the map, but I suggest that you try to use the vertex tool a bit moer. The map right now looks just too blocky.
The fire kinda sucked though ^^ a mini texture stretched to the max ;)?
well that was probably on purpose. The HOM effect made me LoL ;D
but the greatest thing was Worldcraft of course - I managed to jump into it, but never got out xD the gibs made my HL crash x)
those doors must have been a lot of work too when I think about it.
I laughed my ass off!
Chuck Norris is so fast, he can run around the world and punch himself in the back of the head.
Chuck Norris's hand is the only hand that can beat a Royal Flush.
very un-finished seeming..
There is no theory of evolution. Just a list of animals that Chuck Norris allows to live.
When Chuck Norris falls in water, Chuck Norris doesn't get wet. Water gets Chuck Norris.
All of it.
(downloadings)
It's way more than i was hoping.
Nice job!
Scripted_sequences could be more timed though.
A few things to note:
1. I reccently instaled a new graphic card (Radeon x1900rx), so I got hardware confict and had to reinstall Windows, effectively erasing Steam and my unfinished map wih it. However, I remembered, that lucky me had copied the map to my USB device, so it's not as complete (no spawn points and such), but definitely just a few hours worth of work to do to restore it to this submitted piece of work.
2. Volumetric light...ahhh yes...I intended originally to do just like you said. However, it became EXTREMELY ugly. You see, all these thin brushes somehow become visible from side. It looks more like a hollow box from side, than normal illusionary light. Unless one can create brushes with 0-unit width, there's no way to fix it. The edges simply are visible through the transparent brushes. Also, you might have noticed, just on the down edge of my brushes, there is a tiny yellow line, where "fade" goes to "black". No idea how to fix it. Also, what do you mean to "align properly"? The lights on the CT base are pointing right down, so the volumetric light should point down as well.
3. FY_. No idea what to name it. Any suggestions? I can of course redo it for HLDM, but I don't fancy that game. Or maybe Sven Co-op, which I simply adore right now? Anyway, there exist some maps like mine, with a single goal of eliminating the opposing team, and at same time ability to buy weapons.
4. Glass. AH, GLASS! yes, I love glass. The stairs are made transparent for a reason. They can be broken as well, so it spices up the gameplay a bit. Although you need 10 secondary knife hits to break it, or a full round of M4A1 (or whatever). Also, I think I'll make the mid-glasses (those extra-hardy and little-trasparent) even hardier, and not transparent at all. My intention is that both teams should hae to climb to the highest floor to be able to actually fight.
5. The "caverns". Do you refer to the entrances from both the T and CT bases? Yes, I don't like them much either, but that's as far as I can go. Without a displacement tool like the one in Source, it's a little I can do without SERIOUS vertex manipulation.
6. You might have noticed, that the map features a huge fan and 2 side-rooms, in which some machinery seems to be standing. This was just to add a bit of spice to the map. The fan is strong enough to blow you up again if you fall out of the topmost floor (without jumping). And the machinery in the side-rooms gives off an industrial ambience sound when the fan is online. Just to spice the map a bit =).
This crasht my HL.
Needs a lot of work to get it all working correctly...
Nonetheless, /me rates 4 stars for originality, even though you have rating disabled.
If you're ever gonna make a final version of this, you'll gain a 5 star rating from me.
I think its superb how the orb interacts with the level itself, such as going into the vents
Ive also looked at the .rmf and Woah ! that entity work is very complex
Superb Orb SlayerA
Cos I gave up after the second CS wad I copied over
trying it in cs now
This doesn't look half bad, 3.5 = 4.
For starters there are no weapons; FY maps leave piles of guns for the players to use. This is also way more detailed/nice than 99% of any FY maps i've ever seen
The glass stuff might be interesting in a game. The stairways are kinda hard to see, as well navigating the glass maze, but maybe that was intentional on your part. I doesn't matter anyway, since you can shoot through it I guess
I like the "caverny" parts... not very fancy, but the rock parts that connect you to the glass part look really good imo.
Last nitpick, align your volumetric light properly, and make them 3D... they'll look so much better. By 3D, I mean make each "side" of the light rays out of a seperate brush. Then apply the fade texture inside and out of the beam, so it doesn't disappear when you look under it.
Very nice map, and quite spectacular for you first!
Looks pretty nice whatever it is
-The texture in the middle of the map is way too enlarged, you showldnt use fit there.
-All the crates break, even if you shot just one...
-The columns are too wide. Try making them a thinner.
-I tought your screenshot was like your map, include a screenshot with textures next time, that thing doesnt look alike it.
Also try CounterMap. I thought their site was down for good, but it's back up at a new domain. Here it is:
http://www.countermap2.com/Tutorials/index.html
Learn how to rate a map.....
Take for example glass and water. They are able to run at DX7 and some render the DX7 texture by default on low setting. If you have a card that is horrible at running the DX7 but good at DX9 then you have yourself a bind since most games built for the card wont use DX7, I hope.
Also if he put func-detail on walls that devide the room its going to lag it like crazy.
Either way nice house, looks all fancy!