Comments

Commented 18 years ago2006-08-09 14:54:31 UTC in vault item: Slomo/Filter Example Comment #12792
Ah figured it out, you need to have a suit otherwise no worky.
Commented 18 years ago2006-08-09 14:33:50 UTC in vault item: Slomo/Filter Example Comment #12791
Gasp Amazing :o

Are you hiding entities cause when I copied them it complained in the outputs that I was missing them...I'll download again cause my one may be an older version.
Commented 18 years ago2006-08-09 03:50:56 UTC in vault item: Scoutzknivez27 Comment #12790
the wall texture is poorly aligned.. do you ever see bricks angled like that on a wall?

Shift + A, select the top of your wall at rotate it properly.
Commented 18 years ago2006-08-08 18:35:00 UTC in vault item: Scoutzknivez27 Comment #12789
ummmm.....? well i used an asphalt and grass texture for th floor and i used the light grey brick for walls and the darker grey brick for the hull, so im not sure what ur talking about...

the grey part that im standing on in the screenie is ment to look like an extension of the wall above the floor...
Commented 18 years ago2006-08-08 17:55:30 UTC in vault item: Scoutzknivez27 Comment #12788
I don't have CS, but the first thing i've notived from the screenshot is bad texturing.

Also, you used a brick texture (the grey one) as a floor textures. Have you ever seen a wall texture used as a floor texture? My advice to you is: choose the correct textures for walls, floors, ceilings and what not.

I have even seen maps with the red firedoor texture used as a floor texture. Wrong wrong wrong.
Commented 18 years ago2006-08-08 17:11:49 UTC in vault item: Scoutzknivez27 Comment #12787
o yea, rednik i just checked out ur map and i think ima have to agree with what most people on there posted: it's just like the original scoutzknivez. my map is in many ways different from the orginal, only the basic concepts of low grav and minor architecture simularities can be related. firstly, ur scoutzknives and the original are in the form of a square, while my map is more like an x, and that just makes it a lot funner to play. secondly , my map map is around 6000 units wide, so u can actually snipe. thridly, there are a lot more hiding spots(but not that much that u would have to worry about campers) and routs in my map so u dont have to worry about getting shot from 50 different places. so dont think of this map as just another remake of scoutzknivez, think of it as a major improvement to it.
Commented 18 years ago2006-08-08 16:28:26 UTC in vault item: Scoutzknivez27 Comment #12786
k, its updated now
Commented 18 years ago2006-08-08 15:44:46 UTC in vault item: Scoutzknivez27 Comment #12785
lol, ur an optimistic fella... anyways i explicitly said that this map is not to be rated by its architecture, lighting and all that other crap;it is merely a fun map to play against people.

on another note i just found out that i forgot to include the cz office wad, so ima update the map in like 20 minutes...
Commented 18 years ago2006-08-08 10:55:16 UTC in vault item: Scoutzknivez27 Comment #12784
This will be hated, Just as my map.
Commented 18 years ago2006-08-07 21:20:54 UTC in vault item: My First Map - IckyLab Comment #12783
Very slight detailing changes made to map. Uploaded. August 7th, 2006.
Commented 18 years ago2006-08-07 20:32:40 UTC in vault item: Dawn of Terror Comment #12782
Textures still missing :(

When using Pakrat, make sure to load the BSP, scan, add the found files, go to File, save BSP, overwrite the old one. Then delete the mapname.BAK file. Save the BSP. THats it.

Also I should also mention cut back on skybox fog and intensity. CHange fade in distance by 1/3 maybe. I cant even see the mountains. Also lighten up the purple a bit.

Also, maybe set up a bunch of area portals and occulders outside to stop too much geometry thats not visible from being drawn to cutback on the FPS outside.

PM me when you update the map again. I would like to see the custom materials :)
Commented 18 years ago2006-08-07 19:34:28 UTC in vault item: Dawn of Terror Comment #12781
Ok so I updated fixing textures and stuff. I also used a newer version of pakrat to include material so everything should be there.
Commented 18 years ago2006-08-07 11:29:37 UTC in vault item: Dawn of Terror Comment #12780
OK, just played it, here is my review.

It was alright. The mapping was not that great, as well as the texture choices. The custom materials were not included, so there was ALOT of pink and black checkers all around. (USE PAKRAT TO ZIP MATERIALS INTO A BSP)

I think the piano was a custom model, it was ok. Looked like someone used materials from HL2 and then applied them to the model for its skin....

The transition in the beginning from water to skybox was horrible. The 3D skybox to world transition was VERY noticable.

Rooms were too plain, and too bland. Materials were misaligned, and inappropriate. There was a pipe metal material used for stairs.....

As for the single player experience:

There was about 8 or 9 enemies. Fighting them was not fun at all. headcrabs, and 3 fast zombies.....

Plus the Gman sitting outside would be attacked by a fast zombie. Hes invincible, so he wont die........

There was no puzzles, nothing clever, and the hatch that was supposed to break to the basement glitched.......

The lightning and sounds were good, as well as music. I liked the end too, but you can still fire as you watch Gman....

Also, the outside was wayy to low FPS for what was being rendered. And its not my computer (GeForce 6800 256 DDR, 2 Gig RAM, CPU 2.93 GHz)

I give it a 2.6, but Ill make it a three for the rating.
Commented 18 years ago2006-08-07 11:21:27 UTC in vault item: Dawn of Terror Comment #12779
Seems that there are a lot of missing textures:

"materials//cncr04s/wood/Manorwood2.vtf": can't be found on disk
"materials//cncr04sp3/carpet/bcarpet2hall.vtf": can't be found on disk
"materials//cncr04s/wood/frenchfloor_wood1.vtf": can't be found on disk
"materials//cncr04s/metalpanel/brassframe.vtf": can't be found on disk
"materials//cncr04s/brick/cobblestone2.vtf": can't be found on disk
"materials//cncr04s/wood/subfloor1.vtf": can't be found on disk
"materials//cncr04s/wood/Manorwood1.vtf": can't be found on disk
"materials//cncr04sp3/wood/bark1.vtf": can't be found on disk
"materials//cncr04sp3/concretetypes/d_mural1.vtf": can't be found on disk
"materials//cncr04s/rock/cistone1drk.vtf": can't be found on disk
"materials//cncr04s/metalpanel/blackframe.vtf": can't be found on disk
"materials//cncr04s/metalpanel/blueframe.vtf": can't be found on disk
"materials//cncr04s/woodsolid/doorold_1a.vtf": can't be found on disk
"materials//cncr04s/wood/manor_woodfloor.vtf": can't be found on disk
"materials//cncr04s/wood/interior_door1.vtf": can't be found on disk
"materials//cncr04s/woodsolid/door_offwhite2.vtf": can't be found on disk

I guess it's all in here: http://www.vgpro.com/find/author/cncr04s.com but it would have been good for you to have included it.
Commented 18 years ago2006-08-07 08:06:01 UTC in vault item: pup_usp_aim_canyon Comment #12778
I'm sorry for the inconvenience that you have to click twice on download, first here and then when you get to our page Daubster. However I'm sure you can mangage the effort to click on the blue arrow to get the download.
Commented 18 years ago2006-08-07 03:32:09 UTC in vault item: The Underhalls Comment #12777
:)
Commented 18 years ago2006-08-06 13:49:27 UTC in vault item: The Arena - Room 1 Comment #12776
I really enjoyed this. Please make another! The second puzzle was easy: when the first hammer comes down run against it. If you keep running forward you'll make it. It was somewhat an anti-climax. I was expecting a bit more than just a huge jump. 5 stars none the less
Commented 18 years ago2006-08-06 12:07:32 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12775
Just what I needed ;O
Commented 18 years ago2006-08-06 11:08:42 UTC in vault item: Pelican Crossing Example Comment #12774
Please can someone comment on this and tell me how to improve it. It might seem rather blocky and simple but this is my first real map.
Commented 18 years ago2006-08-06 10:49:33 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12773
Pakrat FTW!

http://www.geocities.com/cofrdrbob/pakrat.html

Its got a 1 min video tutorial too to use it. (Even though its sooo easy to use anyway. It scans the BSP for custom content and adds all to the BSP so it can be played in any mod! XD)
Commented 18 years ago2006-08-06 09:20:25 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12772
Good Luck also =O
Commented 18 years ago2006-08-06 09:06:45 UTC in vault item: Lab17: SlimeLab Comment #12771
Just a public reply to zeeba-G (since his inbox is full!)

There's no music that I can think of in this level. A couple of ambient sounds - mostly computer chatter and sparking, IIRC - but nothing else. (I'm thinking it could possibly do with a couple more, but that'll wait a while yet! :-))
Commented 18 years ago2006-08-06 08:46:58 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12770
Yes, it was a drop in standard. Your dedication map was (somewhat) decent, and this was certainly a step backwards in terms of standard.

Vertical depth and in general more interesting architecture on the buildings were certainly possible. Your buildings almost seemed like textured blocks with windows on them.

As for the criticism, I apologise for maybe seeming too harsh, but it's how I feel on the matter and I'd like my opinion to be noted. And yes, NAUGHTY KASPERG!

Good luck. =)
Commented 18 years ago2006-08-06 08:11:26 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12769
Oh and I almost forgot:

This map is WAY below your standards, Mr. Habboi.

This line makes me smile because you think my standards are better and that touches me. Thanks.
Commented 18 years ago2006-08-06 07:32:13 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12768
Fair enough.

So had I used displacements and added detail I would get a better rating right? I can understand the displacement part but I cannot agree to more detail on anything else. Buildings don't get more realistic than that and my artistic designs stretch no further.

I'm happy with the result, first real SP map I've ever made and it works out as a great portfolio piece for the recreating part.

Anyway thanks for the reviews because I was expecting replies like that. One more thing...I had it set to HL2 but Kasperg suggested otherwise. - Blame him.
Commented 18 years ago2006-08-06 02:19:21 UTC in vault item: puppycademy_awp_normal-tractor Comment #12767
The download site doesn't really work well for me.
Try linking directly to the file, not just the download page.
You can always use www.fileupyours.com for some quick & free uploading.
Commented 18 years ago2006-08-06 02:18:59 UTC in vault item: puppycademy_awp_e-tractor Comment #12766
The download site doesn't really work well for me.
Try linking directly to the file, not just the download page.
You can always use www.fileupyours.com for some quick & free uploading.
Commented 18 years ago2006-08-06 02:18:13 UTC in vault item: pup_usp_aim_canyon Comment #12765
The download site doesn't really work well for me.

Try linking directly to the file, not just the download page.

You can always use www.fileupyours.com for some quick & free uploading.
Commented 18 years ago2006-08-05 21:42:05 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12764
I don't know how I'm going to do this without sounding like an arsehole, but I'll try (since you've been so nice to me lately).

This map is WAY below your standards, Mr. Habboi. No displacements and blocky architecture meant the only real improvements over the original was the lighting and 3d skybox.

Also, you've marked the map as CS:S, and you've got the zip set up with HL2 structure! This is RIDICULOUS, as if you open in CS:S there are no player starts, and if you open in HL2 there are a whole bunch of missing textures which you should've included in the zip. Asking people to copy over CS:S textures to HL2 is stupid, especially when people won't know WHICH to copy over and would have to copy all of them over.

Habboi, I know you can do better than this. I was seriously disappointed with this effort.

2 stars (sorry :<)
Commented 18 years ago2006-08-05 21:18:48 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12763
Hmm, interesting..
I haven't played it yet but I'll find some time today...
tbh the 3d skybox looks like the best part of the map... in terms of 'sourcified'ness.
Although you were going for a recreation... next time you could add a lot of brushwork to the existing buildings...to beef em up a bit and give them a better feel.
I think everyone used displacements... so it's a shame you didn't... try making a few test maps with them until you get confident, so you can use them when another compo comes along.
For instance: the sand seems to bring the map down (not talking about the skybox in this case) , generally because it's so repetitive.. the dust blend textures would've helped.. and are generally a preferable option.
yeh 3 or 2/5 because of the obvious mainly. (and the others deserve the 4's and 5's :P)
Commented 18 years ago2006-08-05 16:44:33 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12762
Fair Review.
Commented 18 years ago2006-08-05 16:33:16 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12761
You should of used pakrat to zip the materials with the bsp. it only takes 5 seconds.

Anyway, I dont know if I will rate it since you thought it was supposed to be a exact recreation.

It really needed displacements.

The env_sun was too big.

everything was too blocky.

It was a good recreation of the map to the EXACT brushwork.

The curve for the train stop area on the roof was nice.

Thats really all I can say. It was really missing the "source" feeling too I guess. Felt like HL1.

I do understand it is an exact recreation, so thats why I will not rate.

If you made the rocks displacements that would really make a BIG difference.

A little trick I do for displacements, is I transform the brushwork down with the map (a copy of course) and create the displacement while its small. it prevents spiky terrain, and lumps. Resize it, and place :)

If it was a Hl1 map I would give it a 5.

A source map, it gets a 3.
Commented 18 years ago2006-08-05 16:22:01 UTC in vault item: Competition 21 - Shadows Comment #12760
Great map! I liked the red lights on the rail, and the brushwork for the waiting area at the train stop. building detail very nice, as well as displacements. The curves for the track was well done also.

Only gripes are it was CSS, and no sounds, but None of those merit points being taken away.

Im wondering why nobody made a train on a trac_train that would ride along by........
Commented 18 years ago2006-08-05 15:15:03 UTC in vault item: Lego HL Entry Comment #12759
xD
Love the LEGO HEV suit!
Commented 18 years ago2006-08-05 14:52:53 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12758
To be honest I think it only uses like 2 or 3 HL2 textures anyway...Heh.

Comment Read Maddymoo - Shame this isn't a voting competiton eh ;)
Commented 18 years ago2006-08-05 14:52:43 UTC in vault item: puppycademy_awp_e-tractor Comment #12757
Downloads are back up again. Sorry for the inconvenience.
Commented 18 years ago2006-08-05 14:52:27 UTC in vault item: pup_usp_aim_canyon Comment #12756
Downloads are back up again. Sorry for the inconvenience.
Commented 18 years ago2006-08-05 14:50:11 UTC in vault item: puppycademy_awp_normal-tractor Comment #12755
Sorry about that. Apache kinda hung again. It is up and working again. Sorry for the inconvenience.
Commented 18 years ago2006-08-05 14:47:08 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12754
Habboi: ah. :D
Well, it looks nice!
Why didn't I think of copying them over..
Commented 18 years ago2006-08-05 14:27:36 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12753
Done and dusted.
Commented 18 years ago2006-08-05 13:59:59 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12752
Change the label to CS:S then. I think people get confused the way it is.
Commented 18 years ago2006-08-05 13:05:46 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12751
Notes: This map uses both CS:S and HL2 Materials so copy them over or you miss out.
Nubface :P
Commented 18 years ago2006-08-05 13:05:12 UTC in vault item: pup_usp_aim_canyon Comment #12750
Download is no-workies for me :(.
Commented 18 years ago2006-08-05 13:03:33 UTC in vault item: puppycademy_awp_e-tractor Comment #12749
Download es no workies for me :(...
Commented 18 years ago2006-08-05 13:01:50 UTC in vault item: puppycademy_awp_normal-tractor Comment #12748
Downlaod es no workies for me :(
Commented 18 years ago2006-08-05 12:51:30 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12747
90% of the textures could not be found.
wtf?
Commented 18 years ago2006-08-05 12:29:00 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12746
Phew, I thought the first comment would be "It's crap"...

A few things: Half-way through I just noticed 'Unique Theme' and tried to change my ideas...It was too late so I spent a 'VERY' long time recreating everything. If you copied ba_tram1 over it then you'd get a pretty close scale.

I got lazy near the end and as you can tell from the cave...A bit blocky.

I could have used displacements but I'm still not confident with them yet so I opted for faithful blocks.

The train was so simple...I had FX set to 0 instead of 255. >_<
Commented 18 years ago2006-08-05 11:02:49 UTC in vault item: pup_usp_aim_canyon Comment #12745
For some reason I doubt that you hated to say it. =o)
Thank you so much for representing the TWHL and informing us newcomers that our maps ain't wanted basically. Also, thanks alot for taking the time to download (you DID download the map right?) and testing the gameplay and all of the things you claim this map sadly lacks. Actually, it is dead easy to tell from your comments that you are way off. This isn't a new map. It has been thoroughly playtested as well as 'played' for real, and the gameplay is good.

I don't mind criticism, but to take it I at least expect the person to actually LOOK at the things he is about to criticise. From your comments I seriously doubt you did. If you think you did look at it, then by all means give concrete examples instead of general stuff.
Commented 18 years ago2006-08-05 10:41:09 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12744
This entry is the most faithful to the original. It could be a positive comment if you had used displacement maps instead of the traditional blocky terrain method ;)
Congrats on fixing the train problem.
Commented 18 years ago2006-08-05 07:59:03 UTC in vault item: Competition 21 - Shadows Comment #12743
It think the map is very polished and has a fair amount of detail. As others have mentioned, lighting is one of the strong points in this map.
Maybe the texture used in the 3D skybox mountains is slightly brighter than what one would expect.