Commented 18 years ago2006-09-04 07:41:12 UTC
in vault item: de_resident_evil_v2Comment #12951
Dude dude dude...Convert this to Sven co-op and put a mission in it because I am a huge fan of Resident Evil and playing similar maps on Sven was a lot of fun...Only thing is they didn't really look similar to the game...You must convert or the World will fall!
Commented 18 years ago2006-09-04 07:09:34 UTC
in vault item: fun_jumping2_2Comment #12948
It's an interesting idea, and there's some potential here for a "fun" map imo. I've not played it on a server, so I have no way to know this for sure.
Besides that the idea is neat, and it's fun to "look up" as your falling down, down, down to your death, the mapping is pretty below average and boring.
It's blocky--literally made out of blocks--, and the textures are dullsville. Making the map prettier would definitley make it more "fun"
Commented 18 years ago2006-09-04 06:43:32 UTC
in vault item: de_resident_evil_v2Comment #12947
Maybe some of it was wrong with scale but it's a good recreation of a classic game. Seeing the bathroom just reminded me when you check the toilet and it says "Nothing useful".
Commented 18 years ago2006-09-03 20:12:50 UTC
in vault item: sc_chooseComment #12945
I've never played SC before, but this was pretty fun!
the mapping was the greatest, but it was adequete, and the enity work seemed pretty clean afaik. I spent like 45 minutes trying to kill the spawning grunts--they were hard to kill!.
I liked that you could toggle monsters on and off, and that you could hit the armory whenever you wanted for more ammo. BTW, what number toggles the sniper rifle? I love that weapon for this, but it doesn't seem powerful enough.
Commented 18 years ago2006-09-03 02:01:44 UTC
in vault item: FogComment #12942
lol, well i was looking at cz_italy wit bsp veiwer and i noticed it had a weird little entity called env_fog; and when i looked through my fgd on wordpad i noticed that it was also in there, yet for some reason i didnt show up in hammer. so far im only aware of adjusting the fog by its density(which in the example map is .006 i think) and by its rendercolor. im sure there are other options but i have yet to find them. so when making ur own env_fog ull prolly have to do it wit smartedit off cuss off some weird glitch wit the fgd's.
Commented 18 years ago2006-09-02 19:57:37 UTC
in vault item: FogComment #12940
I never made fog, I made a fairly decent looking endless water trick but not fog. Since when has fog worked? What did you do differently? I have never been able to get fog to work, I must know how you learned this!
Commented 18 years ago2006-08-31 13:13:06 UTC
in vault item: DM_Stranded V2Comment #12929
Loved it. Although I do agree with Kasperg about the point lights.
If you wanna make custom textures textlights, just open up your lights.rad file, and add "texturename r g b brightness" to the bottom. Just keep in mind that for textlights, you have to set the brightness much higher than that for a point light.
Commented 18 years ago2006-08-30 13:49:12 UTC
in vault item: InfiltrationComment #12928
right just a couple more thing... I don't know if this happened to anyone else, but I often met combines that were facing the other way, making it too easy to snipe them down. I think perhaps the strider battles should have been in a more open area, with more hiding spots... I couldn't quite figure the change from lvl2 to 3 out, but i liked the white out effect and those vortigaunts gave me the biggest shock ever
Commented 18 years ago2006-08-30 13:39:58 UTC
in vault item: InfiltrationComment #12927
Infiltration 1:
Pros:
+ Nice displacements at the start
+ The sewer is well detailed and quite creepy with all the zombies
+ The hall with the combine elite in it is great, and obviously designed for combat
+ The antlion guard sequence along with the plank puzzle made a good end to the map.
Cons:
- The seagulls at the start look really crap when they rotate like retards.
- the clip brush is too far away from the ship, making it an obvious invisible wall. bad.
-- You can see through gaps in the displacements around the first pipe to the other side of the map. Very bad.
- You should add a level or something to the generator in the sewer to make it more obvious that its interactive.
- Why are some grates breakable but others arent? Texture the non-breakable ones differently.
- Put some shotty ammo before the combine elite hallway. I wasted all my ammo on the zombies.
Overall:
A nice, well detailed map that is held back by some really irritating bugs.
(4 stars)
Infiltration 2:
Pros:
+ The combine fight over the generator was a great HL2 moment. Love it.
+ The puzzles were all pretty good and well thought out.
+ I love your sick sense of humour with the vent in the room that the player thinks he'll have to make a bridge across with crates.
Cons:
- The levelchange hall was, for lack of a better word, horrible.
- The huge long hall leading to the security room was really bad too. Add some detail PLEASE.
Overall:
Lack of detail dragged this way down. Some nice entity work, though.
(3 stars)
Infiltration 3:
Pros:
+ The hall with glass was cool.
+ the sliding doors were awsome.
Cons:
- What?! Random location change?!
- None of the striders move. This makes the combat really boring.
- The combat was really poor. The striders became chores instead of enemies, when the player has to duck, shoot, duck, shoot repeatedly.. Its annoying.
Overall:
Boring, but with a few good points.. The worst map in the map pack.
(3 stars)
Overall:
4 + 3 + 3 = 10
10 devided by 3 = 3.333...
round up to 3
Honestly, i would give it a three if it asnt for the good moments in map #1. It feels very rushed towards the end. Improve it
Commented 18 years ago2006-08-29 18:41:30 UTC
in vault item: InfiltrationComment #12926
Yes, he is my brother, but Im still reviewing!
Pros:
Nice entity work Good trigger work Some areas were very well done (mapping wise) as for others, (such as the looong hall) were not.
Some cool combine battles. (1st level, 2nd, and 3rd)
Good ambient sound placement.
Very good puzzles.
Some good challenges.
Cons:
The transition from 2nd to 3rd level made no sense. (kinda)
Personally I dont like strider battles. I wont really count it, because HL2 had some stationary strider battles.
Low detail in some areas.
I think you know what else
All in all I think it deserves a 4. Its alot better than some of the crap SP maps here (go through map, fight 4 or 6 zombies, and thats it....)
The good brushwork outshines the bad, the puzzles are a plus, and the entity/trigger work. The battles too raise the score. Also because its 3 maps and actually takes time to complete it gets 4 stars. I hate playing these 5 minute SP maps!
Rediculus. My Number 1 pet peave about mappers is when they name their maps something like "puppycademy_awp_normal-tractor" WAY TO LONG. How about like "awp_NTractor"? To make it look less noobish.
Commented 18 years ago2006-08-29 12:32:56 UTC
in vault item: InfiltrationComment #12922
hey nice... had alot of fun playing through that... a few things though, most of them which have been stated above:
*a bit of shotgun ammo after the sewer zombie battle... I ended up having to run past the zombies in order to have enough ammo for the combine's
*the striders would look much more impressive if they mooved around
that's realy it.... I had alot of fun with it so I'd give it a 4 for gameplay, It looked realy nice in places such as the warehouse, but then a bit boring in places so that'll be a 3 for the looks.
It's just on the border between 3 and 4 and don't get mad at me for giving it a 3
Commented 18 years ago2006-08-28 22:42:46 UTC
in vault item: puppycademy_awp_e-tractorComment #12912
OMG I hate when mappers make their map name so long!! "puppycademy_awp_easy-tractor" What the hell is that!? How about like "awp_tractor" or "awp_Etractor" to make it look less noobish.
Commented 18 years ago2006-08-28 22:40:12 UTC
in vault item: pup_usp_aim_canyonComment #12911
Like Hunter said, this site is for mappers to show off their skills to other mappers. It doesn't really focus on gameplay. A map with good gameplay but horrible mapping/texturing/what ever, will get a VERY bad rating here. Because I, as well as most of the people here thinks a map should always look good.
Also I absolutely REFUSE to play a map named, "pup_usp_aim_canyon" What is with the name man? It is so freaking long! That also is a sign that the map focuses on gameplay rather than mapping. The one thing I CAN'T STAND is when mappers name their maps like, "fos_sks_24d_surf_abcd"
Oh and the stairs...Well the angled floor where the audience ends at each corner...You clipped most of it nicely but one bit is clipped and there's this huge gap inbetween...I had to remake that.
I func_detailed the audience together, the ring and I removed all model textures like the exit signs and the lights.
Anyway I have tried and tried and I am almost certain an entity is causing this error...You may need to know this:
1. Add Cubemaps 2. Use Nodraw 3. Don't use model textures aka the lights 4. I wouldn't use those effect textures...Especially on those cylinders. 5. Those cylinders on top of the arena poles look a bit dodgy...May be part of the error... 6. Use func_detail on all the audience together and complex shapes...This helped me remove all your cluster probs. 7. Your ring in the center is hollow..You could make it out of a single block and clip at angles. - Saves time and compile time.
Even after removing all errors...HL2 crashes after the map is loaded...
My assumption is an entity is doing it...I'll look into it later but now you know why...
You should know better Mr. HeAdCrAb....
Also, I noticed some "fun" stuff like the "no cheating" thingie when I was noclipping. I didn't explore that stuff too much, but it looked neat!
Besides that the idea is neat, and it's fun to "look up" as your falling down, down, down to your death, the mapping is pretty below average and boring.
It's blocky--literally made out of blocks--, and the textures are dullsville. Making the map prettier would definitley make it more "fun"
the mapping was the greatest, but it was adequete, and the enity work seemed pretty clean afaik. I spent like 45 minutes trying to kill the spawning grunts--they were hard to kill!.
I liked that you could toggle monsters on and off, and that you could hit the armory whenever you wanted for more ammo. BTW, what number toggles the sniper rifle? I love that weapon for this, but it doesn't seem powerful enough.
Anyway, neat map!
http://www.snarkpit.net/pits/orpheus/critiques/horror1/index.html
I will score it a 3/5.. I honestly feel its more than a 2 but less than 3 but I always round upward.
Keep'em comin ol'man.
"***UPDATED***
-Now uses custom textlights instead of icky point based lights.. (some lights remain point based.. for a reason)"
If you wanna make custom textures textlights, just open up your lights.rad file, and add "texturename r g b brightness" to the bottom. Just keep in mind that for textlights, you have to set the brightness much higher than that for a point light.
Pros:
+ Nice displacements at the start
+ The sewer is well detailed and quite creepy with all the zombies
+ The hall with the combine elite in it is great, and obviously designed for combat
+ The antlion guard sequence along with the plank puzzle made a good end to the map.
Cons:
- The seagulls at the start look really crap when they rotate like retards.
- the clip brush is too far away from the ship, making it an obvious invisible wall. bad.
-- You can see through gaps in the displacements around the first pipe to the other side of the map. Very bad.
- You should add a level or something to the generator in the sewer to make it more obvious that its interactive.
- Why are some grates breakable but others arent? Texture the non-breakable ones differently.
- Put some shotty ammo before the combine elite hallway. I wasted all my ammo on the zombies.
Overall:
A nice, well detailed map that is held back by some really irritating bugs.
(4 stars)
Infiltration 2:
Pros:
+ The combine fight over the generator was a great HL2 moment. Love it.
+ The puzzles were all pretty good and well thought out.
+ I love your sick sense of humour with the vent in the room that the player thinks he'll have to make a bridge across with crates.
Cons:
- The levelchange hall was, for lack of a better word, horrible.
- The huge long hall leading to the security room was really bad too. Add some detail PLEASE.
Overall:
Lack of detail dragged this way down. Some nice entity work, though.
(3 stars)
Infiltration 3:
Pros:
+ The hall with glass was cool.
+ the sliding doors were awsome.
Cons:
- What?! Random location change?!
- None of the striders move. This makes the combat really boring.
- The combat was really poor. The striders became chores instead of enemies, when the player has to duck, shoot, duck, shoot repeatedly.. Its annoying.
Overall:
Boring, but with a few good points.. The worst map in the map pack.
(3 stars)
Overall:
4 + 3 + 3 = 10
10 devided by 3 = 3.333...
round up to 3
Honestly, i would give it a three if it asnt for the good moments in map #1. It feels very rushed towards the end. Improve it
Pros:
Nice entity work
Good trigger work
Some areas were very well done (mapping wise) as for others, (such as the looong hall) were not.
Some cool combine battles. (1st level, 2nd, and 3rd)
Good ambient sound placement.
Very good puzzles.
Some good challenges.
Cons:
The transition from 2nd to 3rd level made no sense. (kinda)
Personally I dont like strider battles. I wont really count it, because HL2 had some stationary strider battles.
Low detail in some areas.
I think you know what else
All in all I think it deserves a 4. Its alot better than some of the crap SP maps here (go through map, fight 4 or 6 zombies, and thats it....)
The good brushwork outshines the bad, the puzzles are a plus, and the entity/trigger work. The battles too raise the score. Also because its 3 maps and actually takes time to complete it gets 4 stars. I hate playing these 5 minute SP maps!
+you tried,sewer area(a little too dark though),some areas actually provide a challange
The comments are purely to point out where you can improve, we not posting to shoot you down.
for your first map it's good going and you should be pleased with your effort.
Rediculus. My Number 1 pet peave about mappers is when they name their maps something like "puppycademy_awp_normal-tractor" WAY TO LONG. How about like "awp_NTractor"? To make it look less noobish.
*a bit of shotgun ammo after the sewer zombie battle... I ended up having to run past the zombies in order to have enough ammo for the combine's
*the striders would look much more impressive if they mooved around
that's realy it.... I had alot of fun with it so I'd give it a 4 for gameplay, It looked realy nice in places such as the warehouse, but then a bit boring in places so that'll be a 3 for the looks.
It's just on the border between 3 and 4 and don't get mad at me for giving it a 3
im sorry, but no.. No place had 'insane' detail.
Quad posting Kramer is no more! - Your friendly neighbourhood moderator
But, it is my first real attempt at a single player map. So I think I did alright.
lots of doors look the same no handles on any, so which do/can I open?
are you using prop_door_rotating?
lights are turned off but have the skin shows light is on, use the change skin command
Some good puzzle,
mainly lack of detail / texture allignment
I was lazy
Anyway it's good you found it so enjoy.
"puppycademy_awp_easy-tractor" What the hell is that!? How about like "awp_tractor" or "awp_Etractor" to make it look less noobish.
Also I absolutely REFUSE to play a map named, "pup_usp_aim_canyon" What is with the name man? It is so freaking long! That also is a sign that the map focuses on gameplay rather than mapping. The one thing I CAN'T STAND is when mappers name their maps like, "fos_sks_24d_surf_abcd"
In despariation, I brought an old version up to speed and it's now better than the original, so please stop!!!
I really apreciate this. And I reckon its an ent too.
I func_detailed the audience together, the ring and I removed all model textures like the exit signs and the lights.
Anyway I have tried and tried and I am almost certain an entity is causing this error...You may need to know this:
1. Add Cubemaps
2. Use Nodraw
3. Don't use model textures aka the lights
4. I wouldn't use those effect textures...Especially on those cylinders.
5. Those cylinders on top of the arena poles look a bit dodgy...May be part of the error...
6. Use func_detail on all the audience together and complex shapes...This helped me remove all your cluster probs.
7. Your ring in the center is hollow..You could make it out of a single block and clip at angles. - Saves time and compile time.
Even after removing all errors...HL2 crashes after the map is loaded...
My assumption is an entity is doing it...I'll look into it later but now you know why...
I've had this before on a map...I won't give up mind...I'm going to eat my dinner and then I'll tear your map apart.