Comments

Commented 18 years ago2006-09-16 10:04:01 UTC in vault item: Infiltration Comment #13001
broken link
Commented 18 years ago2006-09-16 08:39:37 UTC in vault item: de_gp2 Comment #13000
Yeah...I could've, should've, might've done a lot of other things with this map. But anything else just detracts from the message that I'm getting across. ;)
Commented 18 years ago2006-09-16 08:27:03 UTC in vault item: de_gp2 Comment #12999
You could have lowered the lightmap grid in the floor! :D :D :D
Commented 18 years ago2006-09-16 08:08:37 UTC in vault item: de_gp2 Comment #12998
i like the ideea
Commented 18 years ago2006-09-16 08:01:24 UTC in vault item: de_gp2 Comment #12997
Satchmo! Shame on you ;)
The least you could do was add a 3D Skybox and not box it out...

Mind you the text is pretty well made and the advertising works on me...:S
Commented 18 years ago2006-09-15 10:43:14 UTC in vault item: Versalife Comment #12996
Map looks cool. What type of map is it? (Can't download - on a steam powered windows 98 PC right now)
Commented 18 years ago2006-09-14 18:28:33 UTC in vault item: The_Challenge Comment #12995
I didnt "block" noclip in anyway. When I tested the map when I made it I used noclip to go through the wall so..
Commented 18 years ago2006-09-14 10:15:33 UTC in vault item: The_Challenge Comment #12994
yeah vey anyoing noclip doesnt work :| . Because when you test a map you almost always test it solo.
Commented 18 years ago2006-09-14 06:26:50 UTC in vault item: Infiltration Comment #12993
Download link is kind of broken for me
Commented 18 years ago2006-09-14 02:42:46 UTC in vault item: Large Turrets Comment #12992
hmm...fuck valve...
Revert to an older copy of hl2 :P
might fix it after school...
Commented 18 years ago2006-09-13 22:41:40 UTC in vault item: Large Turrets Comment #12991
I can't get it to fire. I get in it and press left click and it doesn't fire.
Commented 18 years ago2006-09-13 19:23:24 UTC in vault item: cs_v_arena_camper Comment #12990
Blocky, but very cleanly mapped.

Textures are well aligned around corners and angles and such, but scaled huge, and the textrues themselves are b o r i n g....

This sort of layout lends itself to more of a fy or aim map, not hostage rescue too :(

Really liked the elevator anyway :)
Commented 18 years ago2006-09-12 22:24:00 UTC in vault item: Infiltration Comment #12989
I mapper should never have to give obvious hints. That is why it is called a puzzle. You have to figure out what to do. I purposely made it so if would take some brain power and observation. Like with the fans. A bar was stopping the fan from moving. You could VISUALLY see this. Therefore it is a hint. Hints shouldn't ambiguous, they should be vauge so the player has to use his brain. Simply saying , "I couldn't figure it out" isn't a con it is a pro. It is a sign of a good puzzle. Thusly it isn't fair to take off because you has trouble figuring it out. Half-Life 2 does puzzles with NO hints ALL the time. The point is the player must figure it out for himself by observation.

As for your other comments. I agree. I will take that into consideration with my next Half-Life 2 Single player map.
Commented 18 years ago2006-09-12 22:10:12 UTC in vault item: Infiltration Comment #12988
Thanks for taking the time to send it to me on aim again :)

Right off the bat when I started I was blinded by a white mountain, that's a terrible texture! In the sewers I wasn't sure what I was supposed to do for a while...

The canals were cool but I didn't know that I wasn't supposed to fall down there to start so I ended up killing both those things and then figuring out what the real task was.

That generator warehouse place was kinda lame, its not very fun to open a door and walk into a warehouse with tons of people all of a sudden shooting at you.

In the room with the fans... It was really frusterating because I didn't know what to do... Even when I knew it was something with the fans I kept trying to press E or shoot the grav gun at the fans and finally on accident I discovered you could shoot the back off.. It'd be cool if you could give some sort of hint about that stuff.

That one hallway was preety bad... The guards were facing the other direcion just standing there seeminly doing nothing, it was easy to pick them off one by one when they didn't even see me. Talk about bland too with random doors there.

Once I unlocked the doors I had no idea where to go because I thought that those 2 doors in the warehouse were just another set of unspecial doors.

As Habboi said, I jumped when out of no where those things appeared (and not a good kinda).

For Next Time:
-Make decent looking doors, those other doors were 100% unrealistic and the way they were placed made hallways seem kinda freakish.
-Try to give hints to the player on what to do, I know it's probably me but it felt like I never knew what to do.
-Make smoother level transitions and your good to go.

All-in-all 3 stars keep it up!
Commented 18 years ago2006-09-12 20:49:22 UTC in vault item: The_Challenge Comment #12987
I'm a noobie at Sven Coop, so please instruct me if necessary :)

When I start the game, I'm stuck at the spawns and the buttons don't do anything for me. I tried to noclip to go past the gate, but it didn't work either.

What do I have to do to play?! :)
Commented 18 years ago2006-09-12 20:27:25 UTC in vault item: Prefab map decompile protector Comment #12986
Yeah, maybe we need an HL1 and an HL2 "unspecfied" icon :P
Commented 18 years ago2006-09-12 15:07:58 UTC in vault item: NightThings2 Comment #12985
I played it.....the house layout was nice......but it sucks...... 3 stars for your effort in the exterior house mapping
Commented 18 years ago2006-09-11 20:53:23 UTC in vault item: Prefab map decompile protector Comment #12984
I didnt want to specify since this can be used with any source mod, and would be a little misleading :)
Commented 18 years ago2006-09-11 20:49:30 UTC in vault item: Prefab map decompile protector Comment #12983
Click the HL2 icon if this is for Source.
Commented 18 years ago2006-09-11 19:38:49 UTC in vault item: dm_ravenholm Comment #12982
Well, time for me to rate me bro-tha's map!

It matches the theme of Ravenholm well, from the saws, housing style, sky, lighting, and the ominous zombie legs hanging from the tree.

The mapping was excellent. Brushwork inside and out was well done.
The house hit by the headcrab missle looked amazing!
Cool ambient sounds matched the theme and tone of the map.
Displacement use was smooth, and not spikey
Ive played the map on your server with 6 others and I say the gameplay was great.
I like the route to the rockets. Cool :)

There is really nothing wrong with the map. It really feels like Ravenholm. :)

5 stars sir. (4.6, but I round to 5)
Commented 18 years ago2006-09-11 14:52:56 UTC in vault item: fun_hkkcr Comment #12981
users need better eyes
Commented 18 years ago2006-09-10 19:48:45 UTC in vault item: de_resident_evil_v2 Comment #12980
edit:

I see one of the telports doesn't line up with another room, so I guess you have to keep that one :)

Again, very neat map!
Commented 18 years ago2006-09-10 19:46:58 UTC in vault item: de_resident_evil_v2 Comment #12979
Very ambitious, and superb work from what I saw, though I only ran through quickly--It would take a while to check everything out :)

A couple things you might consider:

-Ditch the teleports

I understand why you did it--to corodon off areas to keep r_speeds playable--, but there is an easier, more stable way. In my dm_Lars map, I needed to cordon off areas too to keep the map playable, but instead of teleports, I used what I call "tranceluadors".

That is, I put a 1 unit brush between doors, textured with "translucent" texture. Then, as you did, put the func_illusionary doors on each side.

The end result is the same as yours, because the trancelucent texture blocks VIS, therby effectively seperating the rooms. It's also a bit more stable than the teleports imo.

-Sounds don't work for me--wrong directory.

Your custom sounds should be someplace in the cstrikesound directory. Also, include the proper directory structure for your custom content to make it easier on your "guests" :)
Commented 18 years ago2006-09-10 09:38:01 UTC in vault item: fun_hkkcr Comment #12978
This site needs better game icons...
Commented 18 years ago2006-09-10 04:06:31 UTC in vault item: pup_usp_aim_canyon Comment #12977
Well we thought this was a forum for mappers, where we could show our work

and get some constructive critisism. Not that we doubt the things we do,

but sometimes it's good with a non partial opinion.

No we have never expected everyone to love our maps. But to be totally put

down by children who obviously haven't even looked at the map instead of

getting opinions from fellow mappers... This judging maps from one blurry

screenshot and a description is hardly what I would call professional,

because that is what you call yourself. Well we won't submit any more maps to this club of mutual admiration. For those who would like to see more SadPuppy and Shizuka maps (and there will be more releases and very good ones) check our website http://addicted2.org/dungeon we'll post screens and news there as well as downloads.

If this is how you greet every newcomer you will have your site to

yourselves and those who think alike. Telling newcomers that their maps

are not wanted and telling them they are just awful mappers won't get the community a good reputation and won't make it grow.

Helping newcomers and giving good constructive critisism (yes, that means look at their maps and trying the maps) would make this site so much better and might even make newcomers post more of their work.
Commented 18 years ago2006-09-10 03:02:32 UTC in vault item: pup_usp_aim_canyon Comment #12976
Exos:

Seeing that you only are 16 years old, I will try to be nice to you. I don't exactly care what children think about my skills or what I should do on a site or not. Who the f*** do you think you are? A child with pimples who is playing the game illegally? I don't want to know what you and other mappers do in the club of mutual admiration.

Also you absolutely REFUSE to use your brain. What is with that man?
What is that a sign of? No wait...don't bother telling me. What makes you think people actually care what YOU THINK about their naming conventions? (yes, that is what it is called in the REAL WORLD)

And for the love of God...please enlighten us WHY OH WHY you have named one of your own maps using that syntax?
aim_ak_colt_pro that is......

Would you know if a map looks good anyway? I mean, with your head stuck that far up your a** is would be hard to tell..

Go back to playing Nintendo and STFU.

Don't ever open your mouth again until you
1) are 18 years old and can play games intended for adults.
2) know what the hell you are whining about.
3) learn to show proper respect to other living beings.
4) actually got something creative to say.

NO! Just STFU!
Commented 18 years ago2006-09-09 20:52:37 UTC in vault item: fun_hkkcr Comment #12975
Ha, ohh my mistake I thought it says CSS.
Commented 18 years ago2006-09-09 20:52:07 UTC in vault item: dm_ravenholm Comment #12974
It isn't annoying it sounds like the Soundscape.
Commented 18 years ago2006-09-09 16:55:53 UTC in vault item: fun_hkkcr Comment #12973
Exos, you can make a gfx/env map yourself and put the skyfiles in there.
Commented 18 years ago2006-09-09 16:27:53 UTC in vault item: dm_ravenholm Comment #12972
A zombie howl every minute? That'll be quite annoying.

Sorry, I don't have Hl2, so I can't test it.
Commented 18 years ago2006-09-09 16:10:11 UTC in vault item: Xen Aquapark 2 Comment #12971
+Electricity beams
+Hidden cave
+Xen models
+Cliff vertex manip

-Blocky as hell, like Kasperg said, you need some rocky turrain underwater, and maybe don't make the pools as deep.
-Cliff texture
-I can see this getting boring after a while, why not add some perches on the cliffs to shoot from, or floating platforms reachable by jumpad, etc.

Heh, I noclipped around a bit, and saw that one of the waterfalls was moving sideways, lol. Descent map though.
Commented 18 years ago2006-09-09 15:54:41 UTC in vault item: de_resident_evil_v2 Comment #12970
+Its pretty damn big, must've taken awhile

-Bad Texturing
-Blocky as hell
-The plates that were supposed to "break" when stepped on just dissapeared
-Those double doors didn't open, you just walked right through 'em
-Void of almost any detail, there were a few completely bare rooms
-POINT LIGHTS

Low 3.
Commented 18 years ago2006-09-09 15:43:54 UTC in vault item: fun_hkkcr Comment #12969
Durrr... It's CS 1.6, goofball.
Commented 18 years ago2006-09-09 14:11:06 UTC in vault item: dm_ravenholm Comment #12968
Whoops I forgot to set the "included" to "BSP"
Commented 18 years ago2006-09-09 14:10:07 UTC in vault item: fun_hkkcr Comment #12967
I can't find a "gfx" folder in my CSS folder. So it wont let me load the map.
Commented 18 years ago2006-09-09 00:32:48 UTC in vault item: Gosu Comment #12966
Excellent DM!

I really liked the use of sound, npcs--bathroom lol--, and lighting was nice.

Architecture and detail was very good in general. I really liked the layout and the original HEV and Medkits!

Finally, very nice use of the original textures :)

No errors or big ideas for improvement strike me... looking forward to seeing more of your maps!
Commented 18 years ago2006-09-08 19:21:41 UTC in vault item: puppycademy_awp_e-tractor Comment #12965
Commented 18 years ago2006-09-08 16:13:24 UTC in vault item: fy_evilpyramid Comment #12964
Commented 18 years ago2006-09-08 12:44:56 UTC in vault item: l33t: Conclusive Analysis Comment #12963
Good as anomlous materials lab
Commented 18 years ago2006-09-07 21:26:31 UTC in vault item: Orb (Compo 20) Comment #12962
Awesome, fun to watch the orb bounce round and destroy everything. Nice job just putting it in the map, G-Man :) At first I thought it was trying to attack me. 0.0 Anyways good job with this.
Commented 18 years ago2006-09-07 16:50:31 UTC in vault item: fun_hkmtr Comment #12961
This map leaves a very good overall impression on me. The lighting is neat, some fresh textures, and an orginal theme and layout.

That said this map is full of errors that distract from all the good stuff, among them:

--HOM(hall of mirrors) effect where the player can see outside world
--1-unit spaces between brushes that should be flush toghether
--Textrues strangely alingned in places
--Spawn areas very nondescript(boring, bland)
--no sounds at all :(

Neat map anyway, hope you finish it someday :)
Commented 18 years ago2006-09-07 14:30:40 UTC in vault item: Gosu Comment #12960
Really liked architecture, that was the best. Lighting was also good and interesting, I say. Nice mix of the two themes, I rarely see more themes in one map. Nice sounds, "you may not escape" lol. What I didn't like are the xen parts, there is much more available in xen mapping (I know as I once made one, and it wasn't really good even though I worked on it for long hours). But it definately looks like it needed a lot of time, so this is a four-star one from me.
Commented 18 years ago2006-09-06 23:12:59 UTC in vault item: cs_v_arena_camper Comment #12959
Ah you made that 2 years ago. I remember it.
Commented 18 years ago2006-09-06 21:36:21 UTC in vault item: sc_choose Comment #12958
Thanks!

I think you can only get the sniper by hitting the next weapon button or by using the mouse.
Commented 18 years ago2006-09-05 08:11:47 UTC in vault item: TWHL Dedication Project Comment #12957
Because there was a party in my mouth and you weren?t invited!
Commented 18 years ago2006-09-05 07:42:18 UTC in vault item: TWHL Dedication Project Comment #12956
why dont i have a room :)
Commented 18 years ago2006-09-05 02:37:57 UTC in vault item: The Crab Lab v2.0 Comment #12955
hmmm LoL =) xD
Commented 18 years ago2006-09-05 02:25:33 UTC in vault item: Multi-Level Elevators Comment #12954
Awsome!
Commented 18 years ago2006-09-04 11:32:45 UTC in vault item: de_resident_evil_v2 Comment #12953
Hehehe, when i tried this out i had to leave on RE to look at the map and see where i was going. Its certainly a very nice map!
Commented 18 years ago2006-09-04 10:23:06 UTC in vault item: Infiltration Comment #12952
I thought I'd give this a go since I was bored and...

It was a bit entertaining and one of your rooms inspired me to make some kind of puzzle map but that's for another time...

The first map - It was raining seagulls!? The displacements were nice but your brothers mountain texture was too shiny and didn't fit in with the rest of the map.

The sewer was dark but I later found out my gamma was low so...I think a small light (green) above the power box might have helped.

I kept smashing vent holes and they didn't break so like Hunter said texture differently.

The combat was very hard...I think one or two less Elite might have made it easier...I was even playing on easy and they kept shooting the AR2 balls at me...How can I dodge 20 of them!?

Map 2: Puzzles made a nice change from fighting, I could see the skybox in that outside area with water below you. Textures were unaligned in places. Detail was low in places and texture choice was eugh.

Map 3: First of all that Vort healing bit frightened me...I fell off my chair.
The Strider battles were tiresome and boring because they stood there...
The gateway models were alright but I feel you just chucked them in for the sake of it...I noticed textures and themes didn't match...

Changing to the city made me do the 'wtf face' and then I was suddenly loaded to some black room with credits and a random door in the middle...

The whole project was fun but tough but detail wise it had its moments and it had its bad moments. To be fair it looks like you put a lot of work into it and although it deserves 3.5 I think the hard work adds another .5 so 4 but you scrapped it off my shoe...My suggestions are when making maps with doors use model doors, work on hallway detail, work on NPC combat as I found enemies would face away - Use scripts to make them charge at you, moving around makes it harder to shoot them..., make Striders move and check for bugs with friends.