Commented 18 years ago2006-07-23 08:56:07 UTC
in vault item: de_labyrinthComment #12635
No, he owns the right to all maze maps so you can't do it hunter. I own all rights to Dedication maps, Seventh owns the right to all Discombobulator maps and so forth...Yeaaaaaaaaah.
Commented 18 years ago2006-07-22 21:28:50 UTC
in vault item: Srry's Minicompo #2 EntryComment #12633
EDIT:
2 - I'm not planning on making this into a DM map, but I might use the same theme to make another one with. The hallways were intended to have a small, cramped feeling to them.
Commented 18 years ago2006-07-22 21:26:35 UTC
in vault item: Srry's Minicompo #2 EntryComment #12632
Just a few things to clear up:
1 - The elevator was just meant for transporting small items from the rear storage area to the second floor.
2 - I'm not planning on making this into a DM map, but I might use the same theme to make another one with. They were intended to have a small, cramped feeling to them.
3 - The buttons don't do anything because the map wasn't made for that, it was made for a minicompo where you had to detail everything. If I'd had more time, I might have made some of them do something.
Commented 18 years ago2006-07-22 21:07:29 UTC
in vault item: Srry's Minicompo #2 EntryComment #12631
the map over all had its neat little accents throughout all of it. I liked the way it seemed kind of realy like a space ship, the big window room was kewl, and a few areas like the pipes and stuff show that your pretty good with shaping stuff,possibly using vm. In my opinion the hallways may have been just a bit small, definetly needing to be widened if made into a dm map"also if made into a dm map rooms would nead to be connected with more than just one hall each but enough about that". The elivator was kind of tiny and the buttons were on the outside of it...?unless it was supposed to seam to be ment for transporting stuff. Major turn off lol->there were sooooo many buttons but none of them did anything, common , im in a space ship, I should be able to contole lots of stuff.. It seams that you went into quite a bit of detail with a lot of the map but imo in some places such as control panels etc. you could have gone into more. maybe i just am saying that because i tested the map after playing cs sourse for the first time.
Commented 18 years ago2006-07-22 16:43:33 UTC
in vault item: cs_bulletheoryComment #12630
Nice job! This is the only map I have seen worthy of 5 stars. I can not find anything wrong with it. The attention to detail is remarkable. Also it has Insane FPS! The average is like 120! Excellent map!
Commented 18 years ago2006-07-22 07:47:02 UTC
in vault item: 5 Worse Ways To DieComment #12623
The hunter: Just read the walk through and I didn't get through room 1 that way, so what I did must be a bug. I opened the door with the laser and the laser was turned on, but for some reason the door closed again, then I waited for a few seconds and then the trap in the door to the left exploded and then I was free to pass.
Commented 18 years ago2006-07-21 17:25:45 UTC
in vault item: The Great LeapComment #12616
Thats because the trigger_push's strength is 1500. At 1000 you could reach the floor if you jumped, but the push would suddenly stop if you reached the ground and work only when you are in mid air.
Commented 18 years ago2006-07-21 16:54:00 UTC
in vault item: The Great LeapComment #12615
It's an example map, who gives a fuck about the architecture...
Superb door that is perfect in every way imo, and one of the more amazing/inventive things I've seen for HL, period. Possibly improve it a little by experimenting with different textures/sounds, but it's excellent the way it is.
The Zero-G float was really neat, but too bad there wasn't a way to push yourself up or down--your sorta stuck on the xy plane. However, if you put the player in a small passage way or corridor, it would prolly simulate Zero-G almost perfectly.
Commented 18 years ago2006-07-21 16:39:02 UTC
in vault item: Srry's Minicompo #2 EntryComment #12614
I think that guy may be jimmi. He's been low-rating other people's maps too for no apparent reason.
Excellent stuff srry! You should make a nice little DM out of this!
I loved the bridge, the sleeping quarters, and the engine room the best. Pretty much superb detail throughout, and nice use of the original textures. Above all, very nice detailing brushwork accents the entire map as well.
This ship reminds me of the Nostromo from Alien, The Supernova spaceship, and some NS maps too. Very, Very well done!
Commented 18 years ago2006-07-21 11:00:42 UTC
in vault item: The Great LeapComment #12607
Anybody can give a bit more constructive comments? Not only- Nice/bad door/map. Say if you liked the archtitecture, how can it be improved, if you liked this method to make the player float...ect
Commented 18 years ago2006-07-20 10:10:14 UTC
in vault item: cs_metropolisComment #12598
3 Stars.
+ It's a good sized map, not sure how the layout plays out since i just ran through it by myself. + You made an attempt at nice effects, though they come out a little flawed.
- The storm clouds swirl and move WAY too fast, it looks more like dissipating smog than storm clouds. - Already been mentioned, but some of the water appears too squarish/blocky. - You used Italy/Dust themed door models on the building sides, and they aren't aligned with the window textures very well.
Fix those simple little mistakes and my rating would go up to 4 stars, because after all, you mapped a fair-sized city section!
Commented 18 years ago2006-07-20 07:49:25 UTC
in vault item: Aquarium v1.0Comment #12596
Don't create hude boxes arond your map to close them. Don't use the aaatexture as a visible one, only use it on triggers and ladders. Use clip instead if you just want an invisible wall that will block the player.
I'll remake from the start this map since I really have problems ajusting to other mapper's style of mapping. Some like mapping with grid size 1 and I like usally to keep it on 8 or 16. This is only one of the things that differ a mapper from others.
Commented 18 years ago2006-07-19 23:06:23 UTC
in vault item: Aquarium v1.0Comment #12592
I think this should be in unfinished.
+The "airlock" is a neat idea. -The map is blocky and boring
It's a neat idea, to make a half-life aqurarium, but maybe try google images to spice up the architectue a bit, and you could use nice effects like bubbling sprites, sounds, and monsters of course to liven it up.
This should probalby also be an indoor map, but you could make an outdoor portion like Marine Land, lol.
All in all, an interesting idea, that needs more work--well maybe a lot more
Commented 18 years ago2006-07-19 22:54:15 UTC
in vault item: 5 Worse Ways To DieComment #12591
+Minimod format(with no config.cfg :)) +I don't get the screenie, but yay for anything besides gordon +Animated texture video FTW! +the light-ray thingies were an excellent idea! +was there something I could have did to make it easier to read the backwards letters, other than noclipping, and getting close? +Nice thought into the puzzles in general. +blinky gametext--how?!--and music at the end pwn
minor nipicks: -no two-sided volumetric light at the beginning( but it was still nice) -The animated texture would look better, if you forced the player to stay back a ways until it was complete, and then render it invisible. -add autosaves for each room
Might pwn in Gmod as well.
That bridge are very nice...
2 - I'm not planning on making this into a DM map, but I might use the same theme to make another one with. The hallways were intended to have a small, cramped feeling to them.
1 - The elevator was just meant for transporting small items from the rear storage area to the second floor.
2 - I'm not planning on making this into a DM map, but I might use the same theme to make another one with. They were intended to have a small, cramped feeling to them.
3 - The buttons don't do anything because the map wasn't made for that, it was made for a minicompo where you had to detail everything. If I'd had more time, I might have made some of them do something.
(i wont use any of your work... just the idea)
And .map files is used in HL2 too, right?
So all you need to do is to export the .map file and ofcourse, edit the textures.
I opened the door with the laser and the laser was turned on, but for some reason the door closed again, then I waited for a few seconds and then the trap in the door to the left exploded and then I was free to pass.
you could have antlions in the labyrinth with you. and combine.. and every other bad guy for that matter
Do you like Funeral For A Friend?
I still have the .map file.
I'm impressed!
But I can't download it because it is for CS,, WHY, WHY DID YOU MAKE IT FOR CS? cries
Superb door that is perfect in every way imo, and one of the more amazing/inventive things I've seen for HL, period. Possibly improve it a little by experimenting with different textures/sounds, but it's excellent the way it is.
The Zero-G float was really neat, but too bad there wasn't a way to push yourself up or down--your sorta stuck on the xy plane. However, if you put the player in a small passage way or corridor, it would prolly simulate Zero-G almost perfectly.
Very nice example
Excellent stuff srry! You should make a nice little DM out of this!
I loved the bridge, the sleeping quarters, and the engine room the best. Pretty much superb detail throughout, and nice use of the original textures. Above all, very nice detailing brushwork accents the entire map as well.
This ship reminds me of the Nostromo from Alien, The Supernova spaceship, and some NS maps too. Very, Very well done!
-no sounds
-could have been a bit bigger imo, but this would be the perfect size for FY.
Downloading... will play/rate soon.
a map vault moderator will be informed of this unfair rating.
I'll download it and give it a spin tonight
- Muzz
nice door
+ It's a good sized map, not sure how the layout plays out since i just ran through it by myself.
+ You made an attempt at nice effects, though they come out a little flawed.
- The storm clouds swirl and move WAY too fast, it looks more like dissipating smog than storm clouds.
- Already been mentioned, but some of the water appears too squarish/blocky.
- You used Italy/Dust themed door models on the building sides, and they aren't aligned with the window textures very well.
Fix those simple little mistakes and my rating would go up to 4 stars, because after all, you mapped a fair-sized city section!
Oh, and some more ambient lights would look nice.
I'll remake from the start this map since I really have problems ajusting to other mapper's style of mapping. Some like mapping with grid size 1 and I like usally to keep it on 8 or 16. This is only one of the things that differ a mapper from others.
I was inspired by Duke3D.
"Helpful hints:
1) Have a reflective surface near you. (a CD case or a mirror will do fine)"
Things show up backwords in a mirror
Glad you liked it
I haven't tested it yet but i will soon!
+The "airlock" is a neat idea.
-The map is blocky and boring
It's a neat idea, to make a half-life aqurarium, but maybe try google images to spice up the architectue a bit, and you could use nice effects like bubbling sprites, sounds, and monsters of course to liven it up.
This should probalby also be an indoor map, but you could make an outdoor portion like Marine Land, lol.
All in all, an interesting idea, that needs more work--well maybe a lot more
+I don't get the screenie, but yay for anything besides gordon
+Animated texture video FTW!
+the light-ray thingies were an excellent idea!
+was there something I could have did to make it easier to read the backwards letters, other than noclipping, and getting close?
+Nice thought into the puzzles in general.
+blinky gametext--how?!--and music at the end pwn
minor nipicks:
-no two-sided volumetric light at the beginning( but it was still nice)
-The animated texture would look better, if you forced the player to stay back a ways until it was complete, and then render it invisible.
-add autosaves for each room
I've seen better but your outdoor additions (the puddles and the clouds) are awesome.