Commented 17 years ago2006-10-11 03:36:10 UTC
in vault item: Map Number 73Comment #13151
Ok just tried it, Yeah very nice for a first map.
I noticed the back of the shelves were in the wall move them forward, Lift door were flawed as they moved up to far when going up.... I wouldn't know how to fix it because I've never done a lift like that.
Its better then my first map, Good job. 3 because its your first map.
Commented 17 years ago2006-10-11 02:28:25 UTC
in vault item: dod_spires_v1Comment #13149
The map well is made and detailed? but it well it is not very compatible with environment of WWII of the DoD: S? Maps as this had to be made for CS: S?
Commented 18 years ago2006-10-09 18:37:28 UTC
in vault item: ApoctaComment #13139
Ratchet & Clank is one of the few console game series I have a fondness for. Most of the levels in it are huge, futuristic, cartoonish, and set in a city, so this map really reminded me of it.
Commented 18 years ago2006-10-09 17:00:49 UTC
in vault item: ApoctaComment #13137
Wow! That's a lot of reply! Thank's for the feedback, I will just try to answer:
The UT thing I think is just because all textures/sky/sprite were set to 0.5/06 gamma to compenssate the 1.5 gamma from H-L, and, the -bouce 0 freature that I used to compile it, witch UT can't do too. (Bouce screw's all the map, I think it's because the map is too big and RAD don't work well...)
Those itens terminals were a bit tricky to do, but if you pay attention you will notice a bug
About the SS: I Think that the size for showing it is very small. But, anyway, I will give it a try!
I've tryed to make the best gameplay possible. You start without cowbar and with only 6 shots of 356, so there is no span in the sea, but I want span from the rocket area over it! The crazy way you start the map is just for something different. I've tryed with bot's and, unless you have 16 playe's, you will see many things falling down. (but they don't understend tha't they need to go higher... :P)
The watter is a bit different from the common. I've tryed the best so it cannot lag the server, and scrooling textures would do so...
I'm just curious for what is "Ratchet & Clank" srry
Blade Runner? Iside a Pinball Machine? Hum... ok!, hehehe.
Long Jump were just a gift. If you guys have some opinion about new weapons, say it! But, One question: Is the one way to the RPG sufficient? or it would be good anotherone?
HA! And no one find the secrets...? tsk tsk tsk...
Commented 18 years ago2006-10-09 13:02:07 UTC
in vault item: de_bedroomComment #13135
Oh, and what I meant by "source-quality" is just that its more detailed and realistic compared to the old version. Look in the vault for the 1.6 version and you'll notice an ever so slight difference ;P
It certainly is an awesome recreation. I only found one problem. One of the pipes on the roof just kinda stops. It is hard to explain. Otherwise GOOD JOB!
I am not quite sure how to judge this map, on one hand if I give it like 4 stars people would be thinking, "It is only one building! Why give it four!?" On the other hand if I give it like 2 stars people would think, "You were supposed to ONLY judge the house! R TARD" So I will just not rate it.
Commented 18 years ago2006-10-09 12:53:55 UTC
in vault item: de_bedroomComment #13131
Also I don't think he could add any props considering they would have to be HUGE to match the maps theme. There is basically no props he can use to make it match.
Commented 18 years ago2006-10-09 10:54:56 UTC
in vault item: de_bedroomComment #13130
Prop_physics_multiplayer are basically useless in CSS. They are only for fixing problems with collisions with other players. Basically only for Half-Life 2 Death match because you can throw physics objects at players. In CSS they are just annoying, because you bounce off them.
Commented 18 years ago2006-10-09 07:38:27 UTC
in vault item: ApoctaComment #13129
I tested the map and I think its quite unique from the graphics point of view as well as considering the gameplay. I really like the lightning and the architechture. The r_speeds are awesome for such a map style.
I didnt like the way youre a target when you spawn. you fall down and youre probably well visable to all players so everyone can shoot at you because they exactly know where youre going you will have to use the one way up which is brillant for camping with the rpg. But I also believe that its great fun to camp on this map when its played with a lot of players.
you dont actually need the longjump on this map you can hardly use it anywhere. instead some more weapons might have been a good idea.
Commented 18 years ago2006-10-08 16:34:35 UTC
in vault item: de_bedroomComment #13126
great map, but you could have made some things prop_physics or better yet prop_physics_multiplayer, thiis would give the enviroment a more lifelike feel instead of just brushes, but besides that i absolutly love it!
Commented 18 years ago2006-10-08 16:23:21 UTC
in vault item: ApoctaComment #13125
Cool map, but I don't know, how it would play, didn't really had the time to test it for more, than 5 mins....but I think, Strider is right, that too many people would die already in the water...still, nice idea.
Impressions: The lighting is really moody - as Kasperg wrote, a bit like UT, but for me it was more like Blade Runner...wich is definently a +
Commented 18 years ago2006-10-08 16:02:45 UTC
in vault item: ApoctaComment #13124
This is quite incredible. Reminds me of Ratchet & Clank levels for some reason (probably the cartoonish look). That screenshot really doesn't do this map justice. Who would have guessed it's a big futuristic city-like area?
Commented 18 years ago2006-10-08 06:51:08 UTC
in vault item: ApoctaComment #13115
Wow, this is something different. Pretty neat colours and textures (though some texturing could use some improvement). Somehow i don't think the gameplay will be too enjoyable, as i can imagine many spawn kills in the water. Using some scrolling textures for the water would look amazing in this map i think.
Commented 18 years ago2006-10-08 03:01:49 UTC
in vault item: ApoctaComment #13113
Lovely map. It has a unique look and gameplay. The little item terminals were also an interesting idea. Lighting and color is top notch. It kind of reminds me of dm_morpheus from "Unreal Tournament". Even though the screenshot looks nice, I would recommend using a view of the whole map so you get more downloads.
Commented 18 years ago2006-10-07 17:48:16 UTC
in vault item: de_bedroomComment #13110
Their protruding out of the wall to let the player know that theirs something wrong (despite the decals).
*I don't know how I missed that texture mess up on the desk drawer I know for a fact that it wasn't like that in earlier versions >< (I'll be fixing and reuploading tonight)
I don't particularly understand what you mean by some textures had no detail, can you explain that more please? Thanks for the comments too
Commented 18 years ago2006-10-07 15:51:13 UTC
in vault item: de_bedroomComment #13109
Pros:
Fun map to walk around in. TONS of custom textures.
Cons:
FPS is bad in some spots. (27!?) It looks like Half-Life 1 mapping. Nothing in this map makes it looks like Half-Life 2 except for maybe the displacement of the bed. Whitch raises the question how you get 27 FPS in this simplistic map. The spots where you can blow holes in the wall are protruding out of the wall for some reason. On the desk, where the drawer is, it is intersecting the brush of the desk. And you can see it. Hard to figure out what you can climb. Some textures had no detail at all. Was there HDR in this map? If no there is no need for it.
What happends when you try to load the map again? Is it still bugged?
Masta Killa, you played the map too, did it work fine for you? If it did, you're doing something wrong i geuss, Kampy. Note that this maps has to be played in HL, not CS. Just to be sure.
I dont know why, but this kinda didnt work. well or it totally sucks. well nice map btw. a scientists comes says hello to the other one. then they stare at each other for a minute then one of them says: I really dont know. then he talks about the stench and the other guy says he was gonna leave and does so. It was so not funny, but I guess it just didnt work correctly
Commented 18 years ago2006-10-07 11:19:48 UTC
in vault item: de_disneylandComment #13103
Well there were alot of problems. For one, the main entrance just kinda stops. There is no scenery on the outside of the map showing that it really is an entrance. I saw that in some other places too. The bar was WAAAY to big! I had to jump ontop of the stools and they were HUGE! Some brushes didn't line up. Also There was this one spot where you only contructed the building on two sides. leaving...well this.
Also I can clip through some props. Put some player clips around them so you can't walk through them. Also THe side walks were to far elevated. If you are going to do that, put player clips infront of them in kinda a slant form, so it is like walking up a ramp. It is annoying to have to jump onto the sidewalk.
I think there is more but I don't feel like loading the map up again. All in all three stars. (2.4.... but because of custom content like 2.7 rounded to 3. Because you most likely didn't model those trees, and if you did, then your awesome!)
I noticed the back of the shelves were in the wall move them forward, Lift door were flawed as they moved up to far when going up.... I wouldn't know how to fix it because I've never done a lift like that.
Its better then my first map, Good job. 3 because its your first map.
But I haven't looked at those tuts in what like a year.
I'll have to take a look.
Ok, I said to him that the dust thing would not be the best, but he did a great job in making the architecture well and placing those good textures.
The lighting is OK and the gameplay is a little different from the most DMC maps. Those open areas from Dust are great for it.
And Dust were a remake (The CT area) From an old screenshot from TF2
It's has a lot of defaul SC element's, but the Continuos monster's spwan even in the areas that you have passed is definitaly a nice thing.
The lighting, achtecture and textures could be better, but that's not the main part from SC
I'm not downloading this either (sorry).
http://www.student.ru.nl/rvanhoorn/index.php
I don't have DMC installed, so I can't test this, and I can't say I really want to either (I'm not much into that crazy fast-paced style of game).
Still, the screenie looks okay, so I'll give it a rating.
Very nice map, although it could use some texture work.
Thank's for the feedback, I will just try to answer:
The UT thing I think is just because all textures/sky/sprite were set to 0.5/06 gamma to compenssate the 1.5 gamma from H-L, and, the -bouce 0 freature that I used to compile it, witch UT can't do too.
(Bouce screw's all the map, I think it's because the map is too big and RAD don't work well...)
Those itens terminals were a bit tricky to do, but if you pay attention you will notice a bug
About the SS: I Think that the size for showing it is very small. But, anyway, I will give it a try!
I've tryed to make the best gameplay possible. You start without cowbar and with only 6 shots of 356, so there is no span in the sea, but I want span from the rocket area over it!
The crazy way you start the map is just for something different. I've tryed with bot's and, unless you have 16 playe's, you will see many things falling down. (but they don't understend tha't they need to go higher... :P)
The watter is a bit different from the common. I've tryed the best so it cannot lag the server, and scrooling textures would do so...
I'm just curious for what is "Ratchet & Clank" srry
Blade Runner? Iside a Pinball Machine? Hum... ok!, hehehe.
Long Jump were just a gift. If you guys have some opinion about new weapons, say it! But, One question: Is the one way to the RPG sufficient? or it would be good anotherone?
HA! And no one find the secrets...? tsk tsk tsk...
Thanks anyway, Exos.
I am not quite sure how to judge this map, on one hand if I give it like 4 stars people would be thinking, "It is only one building! Why give it four!?" On the other hand if I give it like 2 stars people would think, "You were supposed to ONLY judge the house! R TARD" So I will just not rate it.
I didnt like the way youre a target when you spawn. you fall down and youre probably well visable to all players so everyone can shoot at you because they exactly know where youre going you will have to use the one way up which is brillant for camping with the rpg. But I also believe that its great fun to camp on this map when its played with a lot of players.
you dont actually need the longjump on this map you can hardly use it anywhere. instead some more weapons might have been a good idea.
Maybe ill expand this map...
Mmmaaaybe...
Impressions: The lighting is really moody - as Kasperg wrote, a bit like UT, but for me it was more like Blade Runner...wich is definently a +
Nice map, 4 stars from me.
I loved the func_push that shot you across the map. Lighting was also excellent. Wish I could play this online, stupid WON HL...
4.5.
Even though the screenshot looks nice, I would recommend using a view of the whole map so you get more downloads.
*I don't know how I missed that texture mess up on the desk drawer I know for a fact that it wasn't like that in earlier versions ><
(I'll be fixing and reuploading tonight)
I don't particularly understand what you mean by some textures had no detail, can you explain that more please?
Thanks for the comments too
What happends when you try to load the map again? Is it still bugged?
Masta Killa, you played the map too, did it work fine for you? If it did, you're doing something wrong i geuss, Kampy. Note that this maps has to be played in HL, not CS. Just to be sure.
well or it totally sucks. well nice map btw.
a scientists comes says hello to the other one.
then they stare at each other for a minute
then one of them says: I really dont know.
then he talks about the stench and the other
guy says he was gonna leave and does so.
It was so not funny, but I guess it just didnt
work correctly
http://img413.imageshack.us/img413/747/exosssssssspegda9.jpg
Also I can clip through some props. Put some player clips around them so you can't walk through them. Also THe side walks were to far elevated. If you are going to do that, put player clips infront of them in kinda a slant form, so it is like walking up a ramp. It is annoying to have to jump onto the sidewalk.
I think there is more but I don't feel like loading the map up again. All in all three stars. (2.4.... but because of custom content like 2.7 rounded to 3. Because you most likely didn't model those trees, and if you did, then your awesome!)