Comments

Commented 17 years ago2006-10-19 03:29:13 UTC in vault item: Two Comment #13201
map had a light and no leaks. I re-uploaded it with some more files, maybe that will fix it!
Commented 17 years ago2006-10-19 03:25:31 UTC in vault item: Two Comment #13200
Poor textures.
a few flaws.

Reasonable game play.
can be quite intersting with a combination of snipers or rifles.

nice Idea.
this could be made much better with a bit of work.
Pretty good for your first map!
Commented 17 years ago2006-10-19 01:23:05 UTC in vault item: cs_castlefight Comment #13199
A brilliant first map!

Try to add lights to the next one tho (my first couple maps were fullbright too)!!...I'd recommend the textlights tutorial, here:

https://twhl.info/wiki/page/Tutorial%3A_Texture_Lighting

Atom's tutorial on lighting is also pretty good:

Tutorial: Light
Commented 17 years ago2006-10-19 01:10:05 UTC in vault item: Zerocool_b24 Comment #13198
Excellent traditional DM!

+Nice Architectural rounded edges in places
+Superb octagonal archways and trim
+Nice detail items like beams/fixtures/trim in most areas
+Nice use of orginal textures

-overall, a nice map but kinda generic and bland. A stronger and more original central theme--with some fresh textures probably too--would make this even better; that is, if you decide to work on this more.

Great map, good work! :)
Commented 17 years ago2006-10-18 12:10:20 UTC in vault item: Two Comment #13197
Maps without lights dont belong in the completed maps vault
Commented 17 years ago2006-10-18 11:03:16 UTC in vault item: Two Comment #13196
Fullbright!

You have:

1. A leak.
or:
2. No light source (point/texture)

Get rid of the brightness please. It makes your map so much better.
Commented 17 years ago2006-10-17 19:47:40 UTC in vault item: Map Number 73 Comment #13195
Nice working train elevator, and just a minor flaw with the doors when moving up.

Detailing the outer part of the elevator shaft would make the elevator ride look that much pwner, and making the little bit of architecture you have showing a little more sleek and defined--less blocky.

Good work, keep it up :)
Commented 17 years ago2006-10-17 17:25:47 UTC in vault item: Compilation errors (bb_district19_beta2) Comment #13194
Also, include any wads you used, and in-general, use textlights rather than entity lighting ;)
Commented 17 years ago2006-10-17 17:20:32 UTC in vault item: Compilation errors (bb_district19_beta2) Comment #13193
Your sort of askng a lot with this. Imo, the problem section is more for specific questions about errors, and no general "fix my map" sort of stuff.

My advice would be to start again, and every hour or so save a new version of you map and try to compile it. In this way, when you run into a problem, it's easier to diagnose it, and/or you can revert to a previous "working" compile if the current version gets to screwed up.

The cool thing about starting a map over from scratch, is that you almost always rebuild it 10times better/more efficiently in every way, which is nice ;)

[/2 cents]
Commented 17 years ago2006-10-17 08:26:44 UTC in vault item: Map crashes server (dm_l33tbox_ltp) Comment #13192
Thank you so very much! I just wish I can figure out what is causing the issue! I want to retexture the map to make it look more realistic, so stay tuned!
Commented 17 years ago2006-10-17 07:39:14 UTC in vault item: Map crashes server (dm_l33tbox_ltp) Comment #13191
Seconded all the way! 6 stars rounded up to 9!!11!!~
Commented 17 years ago2006-10-17 07:36:28 UTC in vault item: Map crashes server (dm_l33tbox_ltp) Comment #13190
This is the best CS:DZ map I have ever seen! The gameplay is excellent! Even though it has problems, you get 5 for being awesome and cool.
This comment was made on an article that has been deleted.
Commented 17 years ago2006-10-16 19:43:39 UTC in vault item: Dmc_GrayDust Comment #13188
Was this a remake or a decompilation? It looks like you decompiled it :|
Commented 17 years ago2006-10-16 16:28:21 UTC in vault item: cs_castle_nightV2 Comment #13187
Neat stuff, but overall kinda boring imo.

I like the detail items like the climbable bed falling through the hole in the ceiling, the fountain, the market, and the swords!, but the rest of the map was very bleh. Among the creative details, the moon pwned too :)

Maybe Nicer texturing, a tighther layout, and/or nicer architecture detailing for the main castle might help.

Not a horrible map by any means, just didn't exite me very much, and I must say it's hard to get excited about new cs maps these days ;)
Commented 17 years ago2006-10-16 16:13:57 UTC in vault item: fun_hkkcr Comment #13186
Well this map has many flaws and I don't know where to begin with a critique, although I will say I like the feel of the map. Keep mapping and you'll get better ;)

I will say though that big wide-open maps like this are hard to pull off nicely for the half-life engine, in terms of r_speeds, and blending all that open ground to the sky well.
Commented 17 years ago2006-10-16 16:03:40 UTC in vault item: Versalife Comment #13185
Superb Architecture and inventive/great use of the original textures--your screenie collage soes not do this map justice!

My only complaint without seeing a fully-compiled version would be the rampant--sole?--use of entity--point--lighting.

Compile this, bitch!!1 :)
This comment was made on an article that has been deleted.
Commented 17 years ago2006-10-16 15:07:39 UTC in vault item: Multi-example (incl. rappel) Comment #13183
(I pwn habboi at mapping kthxbye)
Commented 17 years ago2006-10-16 13:19:09 UTC in vault item: fun_rushing2_2 Comment #13182
Do I really need to explain what is wrong with this map? NO thought at all in the mapping. Plus it gets old fast.
Commented 17 years ago2006-10-16 13:14:51 UTC in vault item: 1337_street Comment #13181
Pros:
Buildings seem to have good proportion.
....

Cons:
Repetative texturing
Buildings has absolutely no archetecture. Just blocks.
Why did you have teleporters and trigger_pushes? It that some sort of lazy way to get to the top floor of the building without actually mapping a way up? It makes no sense.
The Road on ALL sides just cuts off. The map looks like a few buidlings floating in the middle of no where. Put some scenery.
The decals on the road were HUGE. Definitely out of proportion.
But I will say, It does look really fun to play. I love Gauss jumping.

All in all 2 Stars :D
Commented 17 years ago2006-10-15 20:12:46 UTC in vault item: dod_bunker_warfare_v1 Comment #13180
HOly jesus how about not flooding the map vault with so many maps at once?! /rant

Looks like we need a dod:s tag as well.
Commented 17 years ago2006-10-15 20:10:34 UTC in vault item: Pickup Pistol Comment #13179
Nice call! Fixed! <changed tag to CS>
Commented 17 years ago2006-10-15 20:09:35 UTC in vault item: bg_island (for Battle Grounds) Comment #13178
Download no workie for me.

Textures look stretched horribly in the background, and as you can see that "grass" texture on your island doesn't tile so well--looks like poop.

Anyway, keep working, read tutorials, and play other people's maps would be my advice :)
Commented 17 years ago2006-10-15 12:29:47 UTC in vault item: Map Number 73 Comment #13177
It's not his first map. :P

Looking good worldcraft20. :)
Commented 17 years ago2006-10-14 13:04:53 UTC in vault item: fun_rushing2_2 Comment #13176
it was pretty fun... even though i didnt get to play with other people

if i were you i would increase the max viewable distance so u dont see the blurr
Commented 17 years ago2006-10-14 12:25:58 UTC in vault item: Apocta Comment #13175
this looks like it would explode my pc if i even tried to run it
Commented 17 years ago2006-10-13 18:04:00 UTC in vault item: bg_gym (for Battle Grounds) Comment #13174
bgmod.com :P
Commented 17 years ago2006-10-13 17:08:26 UTC in vault item: bg_gym (for Battle Grounds) Comment #13173
If I knew what battle grounds was and if I had it I would Download this.
Commented 17 years ago2006-10-13 16:15:55 UTC in vault item: surf_tutorial_eng Comment #13172
hey hell i cant get surf_tut working any help?
Commented 17 years ago2006-10-13 14:37:34 UTC in vault item: dod_spires_v1 Comment #13171
You also don't want to be so hard on new mappers otherwise you descourage them.
Commented 17 years ago2006-10-13 12:16:56 UTC in vault item: Dmc_GrayDust Comment #13170
*have become
Commented 17 years ago2006-10-13 12:16:32 UTC in vault item: Dmc_GrayDust Comment #13169
Dust remakes and look-a-likes has become a mapping genre. >.<
Commented 17 years ago2006-10-13 12:14:33 UTC in vault item: Gosu Comment #13168
Well, I guess it's me, but I didn't all found it that impressive.
Nice solid DM map, but imho it was slightly lacking.

I simply found the texturing awfull, it isn't because I dislike the half-life textures but I just didn't found it matching. In the xen area I could just get into a vent true a door hidden in the wall.. I guess it's nice for gameplay but meh..

3 stars.
Commented 17 years ago2006-10-13 10:47:29 UTC in vault item: Pickup Pistol Comment #13167
is it for cs or hl
Commented 17 years ago2006-10-13 10:33:57 UTC in vault item: bg_island (for Battle Grounds) Comment #13166
you knoe what nvm i found the tutorial :P
Commented 17 years ago2006-10-13 10:23:48 UTC in vault item: bg_island (for Battle Grounds) Comment #13165
im still learning. but i do not know how to set the sky i might ask it in the forums
Commented 17 years ago2006-10-13 07:47:03 UTC in vault item: bg_island (for Battle Grounds) Comment #13164
if you look at the picture you can see clearly that the sky doesnt fit the rest of the map and that the textures dont fit the objects (the island) maybe choose a larger texture. nice idea with the house on the island thats fun x)
Commented 17 years ago2006-10-13 07:38:41 UTC in vault item: 1337_street Comment #13163
peepz this map was more like a joke when I made it.
I actually tested something with the gausscannon and made a simple house.
then I recognized how much fun it is to jump around from house to house.
and simply made a map out of it. This map is old and I wont change it anymore and of course I know that it looks very simple, but the main point why I uploaded this map is because its so much fun to play. for all you tausluts out there xD
Commented 17 years ago2006-10-12 10:15:21 UTC in vault item: 1337_street Comment #13162
Very, VERY repetative texturing.
Commented 17 years ago2006-10-12 08:59:03 UTC in vault item: 1337_street Comment #13161
As soon as I get home I'll check it out!
Commented 17 years ago2006-10-12 07:56:18 UTC in vault item: 1337_street Comment #13160
Hey i remember this map! I played it a couple of times on some n00by HLDM servers...

I don't really like the building though, add some trims, or support stuts.
Commented 17 years ago2006-10-11 22:12:42 UTC in vault item: dod_towering_night_v1 Comment #13159
Pros:
....?

Cons:
Big grass blocks? Use displacements at least!

What is with the breen core prop at the top of the building?

No detail at all. Use some detail! Decals, displacements! Props! Cmon!

Map is boxed in! Use displacement! Or think of a way to close it up that makes sense!

All in all 2 stars. Use these tips to further improve on your other maps. :D
Commented 17 years ago2006-10-11 22:00:34 UTC in vault item: dod_intersection_v1 Comment #13158
Pros:
This map actually made an attempt at detail.
You used props this time.
3D skybox is always good..

Cons:

Once again your name in big letters = noobish.

Although you made a 3D skybox, the buildings did not match the actualy level. The buildings in the map itself were more like bunkers and buildings.

A hedge hog in the city? They are for stopping ships at the beach. ( No not the animal, the cross shaped prop.)

All in all 3 stars. (2.5 rounded up to 3) Better..... Use these tips to further improve on your next map! :D
Commented 17 years ago2006-10-11 21:49:41 UTC in vault item: dod_toxic_tower_vs1 Comment #13157
Pros:
Loved the random teleportation!

Cons:
Name in big print is tacky.

Texturing is horrible, you used the same blant textures through out the whole map. Also you misaligned alot of them.

Layout is horrible. The spawns are so easy to get to, one could easily set up a MG and blow them down.

The random platforms on the walls are a bad layout idea too. Considering you can only get on them by teleporting, you can't get off them without damaging or killing yourself.

Does not match the DOD theme at ALL, but one could argue that it doesn't have to. So that isn't really a con.

NO props! Or any amout of detail!

All in all 2 stars. Use these tips to further improve your next map! :D
Commented 17 years ago2006-10-11 21:37:41 UTC in vault item: dod_spires_v1 Comment #13156
"The map well is made and detailed"

What the hell are you ON!? Did you even download the map?

Anyway...

pros:
.....?

Cons:
Texturing is....bad. Like Xyos said, there is like three textures throughout the whole map.

There are NO PROPS. Each room is so bland and repetative.

No displacements at all.

No ambient sounds.

Map inside a huge cylinder.

No detail whatsoever.

Again with your name in the huge print. That is "noob" written all over it. Tacky!

Make your maps, make sense. It is unlikely there will ever be a perfectly even cylinder which inside there is a bridge that leads nowhere.

All in all 2 stars. Use these tips to further improve your next map. :D
Commented 17 years ago2006-10-11 21:22:39 UTC in vault item: dod_bunker_warfare_v1 Comment #13155
Pros: Mortar blasts were cool.....

CONS:

Like Xyos said the displacements should be sewn together, not doing this causes an ugly and very appart shading issue, on one displacement it is dark and on the other is is bright, there is no gradient from one to the other.

Distinct lack of detail, inside the bunkers there was nothing. No decals or overlays, no props.

For some reason the battle field is littered with Hedgehogs. (No not the animal those cross shaped props are called hedgehogs) They make no sense in this map considering there is no ocean. Headge hogs are used for stopping ships from coming onto the beach.

Putting your name up in big letters?! What the hell! I can understand wanting people to know it is yours, but like Xyos said put it in a secret box out of the map.

The map is boxed in. Use displacements! Or make houses that surround the area. hundreds of better ways you could have done this.

All in all, 2 Stars. Use these comments to further improve on your next map. :D
Commented 17 years ago2006-10-11 16:39:06 UTC in vault item: dod_bunker_warfare_v1 Comment #13154
3D skybox FTW!
Commented 17 years ago2006-10-11 10:27:35 UTC in vault item: dod_bunker_warfare_v1 Comment #13153
Review:

Pros:
The mortar blasts in random spots was a cool effect.

Good use of displacements

the bunkers and trenches were textured well
bevelled edges on the buildings were nice

Cons:

The map is surrounded by a box! WHat the hell is that about? Use displacements for mountains, buildings, etc. Get creative!

It has no realistic feel. It feels like a sandbox inside of a box. Feels like a "stage" and not in real life.

most of the architecture was boring. Cube towers with no detail, and bunkers with 2 props in them.

And putting your name in the middle of the map where everyone can see it is just wrong. It looks really tacky. Put it in a secret room where nobody can see it.

Alot of the props seemed to be placed there randomly for no reason.

NO HDR? Every DOD map needs HDR!!!

There was brushwork overlapping and displacement overlapping when it should of been sewed together. Creates nasty seams.

If you didnt BOX this map in I would of gave it a 3, but it really takes away from the realistic feel of the map.
Commented 17 years ago2006-10-11 10:13:45 UTC in vault item: dod_spires_v1 Comment #13152
Agent X, what does "The map is well made and detailed" have anything to do with this map? You dont know how to rate source maps... At least give some reasons....Your making him think its a great source map. You need to give honest reviews and helpful feedback so people improve....

Here is the review:

The map is ok, and textured badly. It does not match the DOD theme, and its just brushwork.

Your brushwork looks like HL1. You have a huge hollowed cylinder surrounding the map. You should of used displacements in a 3d skybox for mountains.

There about 3 textures in the map. THe blue wall, the concrete white, and the metal/grating. All objects (wall, floor, ceiling) are the same texture. Ceilings/floors are different from walls.

In the towers (which you obviously made 1, then copied) THey are completely empty. NOTHING in them. No architecture inside at all.

Move ropes would of made a great difference criss crossing from spire to spire.

Props are essential in source mapping. Brushwork alone does not cut it. THey add a more detailed realistic feel.

No prop physics either to get blown around...

NO cubemaps either

This looks and feels like a HL1 map. THe only thing that makes it source is Valves lighting and texture detail.

I seriously recommend going back and fixing all that I mentioned.

Also, not many people have DODS on this site, so dont expect alot of downloads :(