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_canyonComment #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.
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 - ShadowsComment #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.
Commented 18 years ago2006-08-05 07:04:13 UTC
in vault item: Competition 21 - ShadowsComment #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 03:05:35 UTC
in vault item: puppycademy_awp_e-tractorComment #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
Commented 18 years ago2006-08-05 01:47:14 UTC
in vault item: Competition 21 - ShadowsComment #12736
I like it. A very interesting and much more sourcified version of the original... basically everything is good 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 ago2006-08-04 23:07:19 UTC
in vault item: puppycademy_awp_e-tractorComment #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-tractorComment #12733
sounds like a map that u would play when extremly bored 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 03:57:04 UTC
in vault item: 1-Way Glass HLComment #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 01:20:27 UTC
in vault item: de_dustructionComment #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.
Commented 18 years ago2006-08-02 20:36:06 UTC
in vault item: aim_ak_colt_proComment #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 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 14:29:22 UTC
in vault item: de_dustructionComment #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_proComment #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 ago2006-08-01 20:45:20 UTC
in vault item: Horror MapComment #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 ago2006-07-31 21:38:23 UTC
in vault item: The Great LeapComment #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 LeapComment #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!
Commented 18 years ago2006-07-31 16:47:12 UTC
in vault item: cs_exile_b1Comment #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: catapultComment #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?
Commented 18 years ago2006-07-31 12:41:51 UTC
in vault item: Horror MapComment #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
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. >_<
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.
Congrats on fixing the train problem.
Maybe the texture used in the 3D skybox mountains is slightly brighter than what one would expect.
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.
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.
A very interesting and much more sourcified version of the original... basically everything is good 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 :>
the only real problem with it is that you could see the enemy from across the map and they wouldnt see you back
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.
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.
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.
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.
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!
however, its a nice map... and you just could just scale the bridge down
thanks for your comment on my map btw, i had no idea that was a skybox grass(or trees) texture...
I fixed it, turns out I had it set to no colour FX...
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
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.
Check out c4a1a...it's Xen so you'll love it ^_^
I thought on the idea of the door by myself, didn't get it from anywhere else.
Did those Are your doors like those afayk?
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
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
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