Commented 17 years ago2006-10-19 04:54:00 UTC
in vault item: Just another labComment #13202
Looks really nice. Quite a bit of detail in most places (like the wires going to the computers). The architecture is fairly nice, especially how you made the walls in the interconnecting hallways. The lighting is also very well done. The scripted sequences were good, as they never seemed to repetitive.
The only negative things I could find about it were quite subtle, and they may only be a matter of opinion. For instance, there seem to be too many security guards for such a small area, and I would personally change the ceiling texture to something less bland, such as the one used in the original lab environments.
You also might want to null all the faces on the glass chambers, except the ones that are facing the room, so they don't look weird when the see the corners from the side. You can even see an example of this in your screenshot.
Overall, a pretty neat map, but it could definitely use some expanding.
Commented 17 years ago2006-10-19 01:10:05 UTC
in vault item: Zerocool_b24Comment #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.
Commented 17 years ago2006-10-17 19:47:40 UTC
in vault item: Map Number 73Comment #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.
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
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 ago2006-10-16 16:28:21 UTC
in vault item: cs_castle_nightV2Comment #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_hkkcrComment #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 13:14:51 UTC
in vault item: 1337_streetComment #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.
Commented 17 years ago2006-10-13 12:14:33 UTC
in vault item: GosuComment #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..
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_streetComment #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 18 years ago2006-10-11 21:49:41 UTC
in vault item: dod_toxic_tower_vs1Comment #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!
Commented 18 years ago2006-10-11 21:22:39 UTC
in vault item: dod_bunker_warfare_v1Comment #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.
Commented 18 years ago2006-10-11 10:27:35 UTC
in vault item: dod_bunker_warfare_v1Comment #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.
The only negative things I could find about it were quite subtle, and they may only be a matter of opinion. For instance, there seem to be too many security guards for such a small area, and I would personally change the ceiling texture to something less bland, such as the one used in the original lab environments.
You also might want to null all the faces on the glass chambers, except the ones that are facing the room, so they don't look weird when the see the corners from the side. You can even see an example of this in your screenshot.
Overall, a pretty neat map, but it could definitely use some expanding.
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!
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
+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!
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.
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
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]
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
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.
My only complaint without seeing a fully-compiled version would be the rampant--sole?--use of entity--point--lighting.
Compile this, bitch!!1
Cons: But I will say, It does look really fun to play. I love Gauss jumping.
All in all 2 Stars
Looks like we need a dod:s tag as well.
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
Looking good worldcraft20.
if i were you i would increase the max viewable distance so u dont see the blurr
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.
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
I don't really like the building though, add some trims, or support stuts.
....?
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.
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!
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!
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.
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.
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.