Comments

Commented 18 years ago2006-08-05 07:04:13 UTC in vault item: Competition 21 - Shadows Comment #12742
The map itself is brilliant in terms of architecture and lighting. However my only concern in the feeling of being there...Ambience. The only sound I heard was zaaap zaaap however I can understand since you said you rushed it yesterday so we can ignore that issue.

The train track is nicely curved and the lighting all around has an artistic feel to it.

If you carried on with this then it could turn into a great train ride for a mod of some sort. Perhaps a Dystopia hologram place hmm...

I'll give you 4 but I feel 4.4 is better so rounded 'down' is a 4. If you added some ambience then I'd gladly give it a full 5. Good luck.
Commented 18 years ago2006-08-05 06:52:33 UTC in vault item: pup_usp_aim_canyon Comment #12741
i hate to say it but hardly anybody will download these...

TWHL is a place for professional mappers to show off their work, and for new/beginner mappers to learn.

Things that people look for in a good map on this site:

1) good brushwork
2) good lighting
3) Interesting theme
4) good layout
5) good gameplay
6) good texturing

This map, sadly has none of these things.

Put your skills to good use and make a de or cs map. Awp and aim maps are all the same. Make something new.
Commented 18 years ago2006-08-05 04:22:23 UTC in vault item: de_dustruction Comment #12740
Ah, I see. Fix coming.
Commented 18 years ago2006-08-05 03:44:59 UTC in vault item: Competition 21 - Shadows Comment #12739
and now it's back up again. Enjoy!
Commented 18 years ago2006-08-05 03:05:35 UTC in vault item: puppycademy_awp_e-tractor Comment #12738
Well nice of you to take time to write a comment swiftd27, maybe next time you will acctually take the time to download the map and have a proper look at it before you judge it :-) I've got a pretty good memory and I haven't been able to learn where and when the objects come, and then there is those prone targets that keeps popping up :-P
Commented 18 years ago2006-08-05 01:56:33 UTC in vault item: Competition 21 - Shadows Comment #12737
Temporarily down atm. k
Commented 18 years ago2006-08-05 01:47:14 UTC in vault item: Competition 21 - Shadows Comment #12736
I like it. :)
A very interesting and much more sourcified version of the original... basically everything is good :P the lighting is great, and I love the long tunnel part with the red lights.
Yeh... not much to say, obviously there was a lot more that you could do, opening up the interior of a few of the buildings etc.. but other than that...
The detailing in props seemed spot on.. had a nice industrial look :>
Commented 18 years ago2006-08-05 01:21:52 UTC in vault item: de_dustruction Comment #12735
http://img50.imageshack.us/img50/3182/dustskyey2.jpg

the only real problem with it is that you could see the enemy from across the map and they wouldnt see you back
Commented 18 years ago2006-08-04 23:07:19 UTC in vault item: puppycademy_awp_e-tractor Comment #12734
Following a set path isn't an optimal way of doing this, I admit that. I will introduce at least some level of randomness later on though. I can also assure you that it isn't easy to remember the paths when playing and things get hectic! There is also a big difference between difficulty levels. Some players have told us it is excellent for practising drag shots and quick zoom for example. Anyway, thanks alot for your comments! Perhaps one of the upcoming practise maps will surprise you =o)
Commented 18 years ago2006-08-04 16:36:26 UTC in vault item: puppycademy_awp_e-tractor Comment #12733
sounds like a map that u would play when extremly bored :P
aim maps are not only much better for practice, but are also a lot more fun. in most maps like this the objects fallow a predesigned path,or just sit there, while when ur acctualy playing against some1 they tend to move in more erratic patterns(that is if theyre not a n00b), so in that sense this map can actually work to your detriment. all in all, just a poor idea for a map, but ur brushwork was not that bad.
Commented 18 years ago2006-08-03 17:39:33 UTC in vault item: dod_spire Comment #12732
the only one? so, youve downloaded this map 3 times...
Commented 18 years ago2006-08-03 13:20:15 UTC in vault item: 1-Way Glass HL Comment #12731
It's not my map anyway, just an old tutorial from Counter-Map, which afaik is down for good now.

Because there was a guy asking 'bout 1-way glass in a recent thread, I decided to post it out of my archive of tutorials/example maps.
Commented 18 years ago2006-08-03 11:29:56 UTC in vault item: dod_spire Comment #12730
Ohh and I am probably the only one that will review your DOD Source maps. I am like the only one that plays it here.
Commented 18 years ago2006-08-03 11:29:28 UTC in vault item: dod_spire Comment #12729
Pretty cool Idea for a map. Here is my review.

Pros:
-You did the spiral staircase very well.

Cons:
-Out of alot of the windows I could see the geometry. And since it is no draw on the ceiling tops I could see through it. That never looks good.

-Wouldn't really work for game play.

That is about it.

2 Stars, very interesting idea.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-08-03 03:57:04 UTC in vault item: 1-Way Glass HL Comment #12727
No barney beating a grunt in interogation room. :(
It's a very simple effect but it's nice. Just for the realisim, make the lights dimmer in the... dang it... forgot the name... observation room? Well you get my meaning. But since this is an example map there is no need for that.
Commented 18 years ago2006-08-03 01:33:15 UTC in vault item: Minimicus Comment #12726
Great!
Commented 18 years ago2006-08-03 01:20:27 UTC in vault item: de_dustruction Comment #12725
"the only problem was u can jump out the windows onto the top of walls and u could see through the sky at the underpaths almost as if u were skywalking"

The walls, except the walls around the map, are meant to be open so you can get on them.

The see through sky thing... im not too sure what you mean. If you could explain that i would be happy to fix it.

Thanks for the reply!
Commented 18 years ago2006-08-02 21:30:58 UTC in vault item: The Underhalls Comment #12724
I have also first map. Will upload...
Commented 18 years ago2006-08-02 20:36:06 UTC in vault item: aim_ak_colt_pro Comment #12723
yes, i read the name of the map, and have played the original. and no, i dont like aim maps... its not gameplay... just goes to show "the majority of cs players are retards"
however, its a nice map... and you just could just scale the bridge down :D
thanks for your comment on my map btw, i had no idea that was a skybox grass(or trees) texture...
Commented 18 years ago2006-08-02 19:31:13 UTC in vault item: My Train is Black Comment #12722
Ah sorry Vox, should have removed this:

I fixed it, turns out I had it set to no colour FX...
Commented 18 years ago2006-08-02 16:14:00 UTC in vault item: The Underhalls Comment #12721
Very nice. If you have time it would be nice to have a whole series of these.
Commented 18 years ago2006-08-02 15:47:13 UTC in vault item: My Train is Black Comment #12720
Add some lights in the map you have not enough light
Commented 18 years ago2006-08-02 15:46:50 UTC in vault item: My First Map - IckyLab Comment #12719
from the screen it looks better than most of the stuff in the vault.
Commented 18 years ago2006-08-02 15:44:41 UTC in vault item: The Underhalls Comment #12718
OMFG IT'S DOOM2!!!
Commented 18 years ago2006-08-02 14:29:22 UTC in vault item: de_dustruction Comment #12717
you hit the fast paced plant map right on the nose... clever map name too... took me a minute to find the map in my list cause i didnt catch it at first

it sure has a dust feel and i really think it would be fun in like a 20 man pub

the only problem was u can jump out the windows onto the top of walls and u could see through the sky at the underpaths almost as if u were skywalking
Commented 18 years ago2006-08-02 11:28:40 UTC in vault item: aim_ak_colt_pro Comment #12716
Are you kidding me? You can't give it a 0 for gameplay, It isn't my layout, the whole point of the map was to keep the original gameplay and layout but make the mapping alot better, which I have done. Obviously you didn't read the name of the map. And also obviously you know nothing about gameplay because If the bridge was used it would be WAY to big and long for any map layout. You can't put a usable mile long bridge in a map. It look's as if you just gave it a 0 for gameplay simply because you don't like aim maps. Well I don't aim maps either pal, but I made this map because I knew people would like it.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-08-02 07:03:31 UTC in vault item: fy_ice_towers Comment #12714
link not working for me either. and i've been having problems running mine too. Looks good anyways.
Commented 18 years ago2006-08-02 04:08:53 UTC in vault item: cs_skyscraper Comment #12713
^^ ahh yes pat pat of course you did lol
Commented 18 years ago2006-08-02 03:54:10 UTC in vault item: aim_ak_colt_pro Comment #12712
10 points for looks,... 0 for gameplay. maybe you should make another, extended (non-aim)version where the bridge is actually used
Commented 18 years ago2006-08-02 01:56:56 UTC in vault item: The Underhalls Comment #12711
I have forgotten... It is Opposing force map.
Commented 18 years ago2006-08-01 23:40:49 UTC in vault item: dod_spire Comment #12710
this is for dod source i should mention, just in case you cant tell from the screenshot
Commented 18 years ago2006-08-01 20:45:20 UTC in vault item: Horror Map Comment #12709
Thanks, yea, for my first DM map, the layout is'nt all that great.. but its full of detail, if it was any bigger, well, you get the point, haha.. anywhos, yep, thanks for the review Kasperg. Well appreciated!
Commented 18 years ago2006-08-01 15:22:03 UTC in vault item: aim_ak_colt_pro Comment #12708
I didn't want to make it different from the old ak_colt. Why change it, if I did, it wouldn't be the same map.
Commented 18 years ago2006-08-01 13:24:49 UTC in vault item: aim_ak_colt_pro Comment #12707
TWHL 1000th map, nice one too. Althought that the layout of aim maps isn't my favoratie. Can you at list climb on the four pillars?
Commented 18 years ago2006-08-01 07:54:53 UTC in vault item: aim_ak_colt_pro Comment #12706
Haha, well put Hunter, very well put.
Commented 18 years ago2006-08-01 06:08:25 UTC in vault item: aim_ak_colt_pro Comment #12705
although i am against aim_ak_colt recreations of any kind, you have done a splendid job at making the aim genre bearable.

Definately a great way to get aim_gameplay into a nicely made map.

The only problem is, this will never be as popular as aim_ak_colt because the majority of CS players are retards.
Commented 18 years ago2006-07-31 23:35:46 UTC in vault item: The Great Leap Comment #12704
Um, maybe those are models :

Check out c4a1a...it's Xen so you'll love it ^_^
Commented 18 years ago2006-07-31 21:38:23 UTC in vault item: The Great Leap Comment #12703
I haven't got the faintest idea. I don't recall seeing any of these doors in Hl1...
I thought on the idea of the door by myself, didn't get it from anywhere else.
Commented 18 years ago2006-07-31 19:17:46 UTC in vault item: The Great Leap Comment #12702
I have to take back some of my comments--maybe-- 'cause your iris doors look just like the ones in "Interloper" towards the end of HL1--I never played the game through all the way!

Did those Are your doors like those afayk?
Commented 18 years ago2006-07-31 19:17:21 UTC in vault item: cs_exile_b1 Comment #12701
Well I'll be, this is one out of a million maps uploaded on here that actually looks good.

That, or you're good at taking pictures that hide mistakes...heh.

I would normally say "Hey I'll give it a go later" but when I say that I tend to forget...I'll try to remember but don't expect miracles ;P
Commented 18 years ago2006-07-31 16:47:12 UTC in vault item: cs_exile_b1 Comment #12700
italy_reloaded! one of my favorite custom maps that just doesnt get played much any more. i thought id have a go at re-making it with visual and layout tweaks to hopfully create a popular map.
Commented 18 years ago2006-07-31 14:24:57 UTC in vault item: catapult Comment #12699
very cool.. do you think it would launch a player like that?

the only problem i saw was the wall broke before it got hit... i didnt check the rmf but im guessing a trigger_multiple was too far away from the door?

nice job
Commented 18 years ago2006-07-31 14:13:06 UTC in vault item: cs_exile_b1 Comment #12698
Looks very nice, but it's basically a fusion of cs_italy and de_inferno.
Commented 18 years ago2006-07-31 12:41:51 UTC in vault item: Horror Map Comment #12697
Good brushwork, good texturing, good ambience setup, good use of models. I liked the "kill everyone" switch. It adds a little spice to DM.
It was kind of fun seeing how the fridge would bleed yellow blood when it was hit, hehe.
The layout might not provide any revolutionary gameflow, but I think it does the job.
81/100
Commented 18 years ago2006-07-31 06:00:29 UTC in vault item: dm_cigaro Comment #12696
Good map. Design and detail are great. Plenty of props, decals and overwatch sounds create a good ambience.
However, the small size and simple layout of the map and the high frequency of some background sounds would make this map feel boring very quickly.
The skybox was neat, although the fog colour felt strange. 79/100
Commented 18 years ago2006-07-30 17:52:13 UTC in vault item: Pandemic Start Map Comment #12695
Good stuff,I like all the Geometry it's fantastic !!
Commented 18 years ago2006-07-30 15:58:34 UTC in vault item: dm_cigaro Comment #12694
i like it. good job :)
Commented 18 years ago2006-07-30 10:51:54 UTC in vault item: Horror Map Comment #12693
haha, yep it was going to be, but I seem to have a hard time finishing big projects that I start, but I wanted to release it, So I took all the parts I had made so far, and created a layout, and went from there. ;)