Comments

Commented 18 years ago2006-07-15 00:27:05 UTC in vault item: Brushopolis Comment #12532
Superb attention to detail!

+great lighting
+great brushwork
+great use of models
-those sprites were a bit of a distraction, maybe scaling them smaller, or rendering them les opaque would be better
-no sounds--lol, me neither :)

Very good Entry!
Commented 18 years ago2006-07-15 00:24:05 UTC in vault item: Brushwork Entry - Mini City Comment #12531
Download doesn't workie for me :(
Commented 18 years ago2006-07-14 21:46:05 UTC in vault item: "BrushoPolis" Entry HL Comment #12530
Very nice,

I love the construction area. Very neat brushwork.
Not exactly a city but its very unique.

I feel tht fire hydrant was in a random spot but it was
good.

I love that first building and its architecture :)

Really, Im impressed with this.
Commented 18 years ago2006-07-14 05:57:57 UTC in vault item: De_etape Comment #12529
This map is better than "de_sustenance" and shows more mapping experience. The brushwork and the textures fit together well and theme works in that aspect.
However, some of the halls seem either too long or too empty to justify their existence. Sometimes lateral doors aren't enough to break the wall monotony.
Props do their job well again, and the plant-filled courtyard with the bombsite is the best looking part of the map. Some floor transitions from grass to wood look really strange as they are at the same height.
Other than that, the map looks highly playable and the layout has interesting spots and no major flaws.
(the bright desert sky didn't fit with the lighting!)
Commented 18 years ago2006-07-13 19:20:36 UTC in vault item: Glass_Battle Comment #12528
You should really try it before complaining about a screen shot rowley
Commented 18 years ago2006-07-13 09:53:04 UTC in vault item: The Sydney Harbour Bridge Comment #12527
I had it about 40FPS

To you it's 5+ points
Commented 18 years ago2006-07-13 02:18:21 UTC in vault item: klingon_dm Comment #12526
This comment was made on an article that has been deleted.
Commented 18 years ago2006-07-12 19:10:08 UTC in vault item: Glass_Hatch Comment #12524
haha it IS CS:S, he said that on my other map too. Sure it's very plain in regards to textures. But it is just a fun map. With glass you can't make it like you would a proper map with bells and whistles. This is mainly to do with when you have a full server and all that glass is breaking, your fps decline. So I try to keep it pretty simple and fun.
It's probably not the majority of people's cup of tea. But these maps do have a good following on custom servers.
Commented 18 years ago2006-07-12 18:44:09 UTC in vault item: aim_alien27 Comment #12523
thanks.

I was gonna update the map to fix a phew mistakes in the map,as well as make i look better, and i thought i might as well throw in some ambients and it added a lot of environment to the map.

also i changed the name of the map.
Commented 18 years ago2006-07-12 04:21:20 UTC in vault item: Glass_Hatch Comment #12522
But that's the CS:S HUD font...Even the hand...Although the light looks like HL1.
Commented 18 years ago2006-07-11 21:36:38 UTC in vault item: ka_snowshank_cz Comment #12521
It's the same as your own. If you have custom sounds, 99% of the time, just include these folders in your distribution if you have custom sounds:

sound/ambience/

Some people include most of the path if they have custom wads, to make it a little faste or the downloader:

valve/half-life/sound/ambience/ <sound files here>
valve/ <wad files here>
...

So then you just copy the valve folder "over" you own, and presto! ready to frag :)
Commented 18 years ago2006-07-11 21:31:01 UTC in vault item: homeworld_deaglewar Comment #12520
Ratings aren't very important imo, mostly because everyone has a different definition for what qualifies as a 5-star map.

In it's current state if I was rating it, it would only get 3, but with a little more work, this map could be a 4.
Commented 18 years ago2006-07-11 15:22:12 UTC in vault item: gone Comment #12519
to open the door to the secret, you have to push all 3 of the buttons right after eachother. First you get up to where the longjump is by using the gauss or making stairs out of tripmines. Than you get the longjump and push the button right by it. Than you run to the button by the little waterfall and push it. After that you go to the button by the big waterfall that seams unreachable and jump using the longjump and push E a few times and it will push it and open the secret door and you will fall down to it.
Commented 18 years ago2006-07-11 10:44:29 UTC in vault item: Rimrook Resort Comment #12518
GREAT!!! I fell off the map more than a couple of times though, so I got to see most the map several times.
Commented 18 years ago2006-07-11 07:53:53 UTC in vault item: cs_skyscraper Comment #12517
I made the problem at the chopper because I wanted my map to have something funny
Commented 18 years ago2006-07-11 05:37:47 UTC in vault item: Glass_Hatch Comment #12516
what rowley means is you tagged the map wrongly.. you said it was for CS:S when it is for CS 1.6
Commented 18 years ago2006-07-11 01:57:18 UTC in vault item: Cargo Mover Comment #12515
to make them do that is two times more path corners as it would need 2 entire path sets.
Yes it does loop. I left it going during school befor I posted and it was still going :D
Commented 18 years ago2006-07-11 00:44:05 UTC in vault item: Glass_Hatch Comment #12514
All HL1 and no Source makes rowleybob a dull boy :(
Commented 18 years ago2006-07-11 00:43:55 UTC in vault item: Glass_Battle Comment #12513
All HL1 and no Source makes rowleybob a dull boy :(
Commented 18 years ago2006-07-10 23:51:35 UTC in vault item: gone Comment #12512
+Nice sounds
+Nice Architecture
+Mostly nice lighting(upstairs is kinda bleh imo)
+secret area
-layout
-boring textures (up top)

I thought the coolest part of the map was the secret underground area, though I must admit I couldn't figure out how to get there, besides by noclipping. Do you have to super jump to that button, or shoot it or something?

I loved the lighting, cool sounds, and neat vistas in the undergound.

The upper part of the map had some cool stuff to, but was basically kinda boring imo. the layout was neat in it's originality, but sorta confusing with the buttons, dead end(s), and the doors I could not figure out how to open.

Probably If I played this on a server, a lot of the strange things would seem more clear to me.

As a whole, I like your last couple of maps better than this one :)
Commented 18 years ago2006-07-10 23:19:48 UTC in vault item: aim_alien27 Comment #12511
:P

Lighting is much improved...KUDOS!

I like this version much better, in fact, I didn't even recognize it from the last one until you mentioned the lighting thingie.

+Nice Architecture
+Various types of bunkers with the small slits
-ambients?
+Very neat layout

Again, this map looks like it would be lots of fun to play :)
Commented 18 years ago2006-07-10 23:00:58 UTC in vault item: Cargo Mover Comment #12510
Excellent stuff!

I watched it for like 6 minutes and it was still going... does it loop forever?!

+great brushwork
+superb train sequences
+superb sounds

The only minus I can think of is that the pinching things that grab the cargo boxes don't actually "pinch". Other than that, excellent work!

(This must have taken ages!)
Commented 18 years ago2006-07-10 22:50:40 UTC in vault item: cs_skyscraper Comment #12509
Excellent job for a first map!

Though the end product was far from perfect, I loved your attempts to detail the map with little props and detail items like the wood planks blocking the doorway, and the details upstairs.

Does the Elevator auto-return the bottom? You might want to add another elevator, and a couple more alternate routes to the rooftop, as the layout lends itself to the counter-terrorists getting slaughtered in the elevator every time!

A good idea using textilights--or however you did it--to accentuate the porcelain in the bathroom, but they're way to bright.

The best thing imo is the chopper on the roof, but you have to fix the origin brush so the blades spin properly--did you use an origin brush at all?

Lots of errors throughout, but lots of potentially nice stuff too!

Good job, and keep at it! :)
Commented 18 years ago2006-07-10 20:33:24 UTC in vault item: Lab17: SlimeLab Comment #12508
awesome map-very neat idea. Different than most maps ive seen. It has a neat fealing to it thow that music is real annoying and plane ambience would have maybe made it a 5 star imop.
Commented 18 years ago2006-07-10 19:48:40 UTC in vault item: RimResortHLDMvDD Comment #12507
didnt know how talented you were rim til i saw this 1 :)
Commented 18 years ago2006-07-10 19:06:27 UTC in vault item: scoutzknivez_2006 Comment #12506
hahaha Exos.... you see the thing is you CAN walk on the walkway... you may not know, but scoutzknivez is one of those maps where you gotta have low grav to play (about 150 if its 1.6) I can understand why you hate this map if your not eaven using gravity ^^ suddenly loads of new areas become approachable...

any way I'm gonna download the map tomorow...
Commented 18 years ago2006-07-09 14:00:15 UTC in vault item: gone Comment #12505
theres a lot of ambience in this map, your volume prolly wasnt loud enough.-I dont like making ambience loud enough to be annoying but I could hear it very clearly, retry the map w your volume up some more...
Commented 18 years ago2006-07-09 10:24:30 UTC in vault item: Bean With Bacon Mega Rocket Comment #12504
W00000000000000000000000000000000000000000000000T!
I loved that game!!! zomg zomg zomg zomg! downloading now matey!
Commented 18 years ago2006-07-09 04:49:58 UTC in vault item: gone Comment #12503
I saw your plea for more map comments in your journal, so here's my short pros-n-cons review.

----- PROS -----
  • Mostly clean architecture.
  • Nice use of flowing water.
  • Not too confusing to get around.
  • Secrets - Which I didn't spend long enough in the map to find. ;)
  • Mostly okay lighting, except for a few small areas which were too dark.
  • Smaller details in certain areas.
----- CONS -----
  • Kind of bland texturing. The It's okay to use the original textures, but the ones chosen here struck me as all fairly flat, and mostly concrete. Because of this, no part of the map really stood out that much.
  • There may have been some ambience, but I don't remember hearing any, apart from the sound of flowing water, and that computer beeping.
  • A little too cramped in places, and It seemed a bit small overall.
  • That overlapping brush at the bottom of the big waterfall made a huge impact on the otherwise great graphics in that area.

This is one of those situations where I don't think the rating system is broad enough.

3.5 stars from MY rating system.
Commented 18 years ago2006-07-08 23:00:13 UTC in vault item: Glass_Battle Comment #12502
Looks interesting, however Im not much of a glass map guy
Commented 18 years ago2006-07-08 22:40:48 UTC in vault item: aim_alien27 Comment #12501
"Argh, photoshop that screenie's brightness!"

Rather then paying a couple hundred dollers for photoshop, you can dowload IrfanVeiw for free, and I'm pretty sure it hase some basic tools for touching up photos (brightness, contrast ect.) Just so you know.
Commented 18 years ago2006-07-08 21:42:16 UTC in vault item: 180-degree spiral pillar Comment #12500
:o This is such a hawt looking... thing.
I want to hollow my body out and let you live inside me, Muzzle
Commented 18 years ago2006-07-08 15:49:44 UTC in vault item: The Mansion 2 Comment #12499
I dont think the map deserves 2 stars. It is bland, but quite good in other areas. (One I didnt mention was the elevator room)

The music was timed perefectly and transitioned well too. triggers were placed in correct spots.

If a map is ok, but had alot of work go into it it deserves a 4 hands down.

5 stars if it has alot of work and every bit is exceptional.
Commented 18 years ago2006-07-08 00:16:14 UTC in vault item: gone Comment #12498
The secrets are strictly for mood of the map. Also ive been around half life and counterstrike since i was very young and I always loved finding a good secret:)
This comment was made on an article that has been deleted.
Commented 18 years ago2006-07-07 23:13:41 UTC in vault item: func_illusionary Comment #12496
Download my compo 20 map, and in the first room is some hollowed volumetric light. (the .rmf is included in the dl)
Commented 18 years ago2006-07-07 18:13:38 UTC in vault item: gone Comment #12495
I've seen it now. It's not really obvious so for many players it would be a dead end. I saw the secret areas but I don't know what their real purpose was. The waterfalls, teleports and flying platforms are a great way to move players around.
As for a final comment on the architecture, maybe some walls coud use a trim or brush at the top, instead of just ending like they do.
Commented 18 years ago2006-07-07 17:27:14 UTC in vault item: The Mansion 2 Comment #12494
Yes, the blue hall was excellent, the rest very bland. Textures were poor and scale was wrong throughout. Your doors were all wrong - learn how to make them properly with handles. With some more work (maybe even starting over again) this could be a great map.
Commented 18 years ago2006-07-07 16:58:18 UTC in vault item: gone Comment #12493
thanks/did you find the secret?... oh yea and the room w the 357 .the drain if you push E on the door is a water slide so the room doesnt realy dead end.
Commented 18 years ago2006-07-07 16:52:10 UTC in vault item: gone Comment #12492
Pretty good. It seems to have an interesting gameflow, except for a dead end where the 357 weapon is located. I like the simple yet elegant architecture. The map reminded me of "hexagerate" in a certain way.
The little tracktrains were a nice original touch. However, some areas felt too far away from the map itself, a kind of exploration you would find in singleplayer maps.
By the way, fix the wave height in the water pools where the 357 is! It's the only big flaw i saw in this map. Other people would complain about the blandless of the main texture, but I'm not allowed since I've done similar things.
Commented 18 years ago2006-07-07 13:14:03 UTC in vault item: func_illusionary Comment #12491
Oh, that's just a hollow one...
Commented 18 years ago2006-07-07 06:38:01 UTC in vault item: aim_alien27 Comment #12490
Well, you could use PSP like me, but then you'd be called a n00b. And... who is it that you're disagreeing with?

Anyway, I'll finally download it.
Commented 18 years ago2006-07-07 05:41:15 UTC in vault item: aim_alien27 Comment #12489
Oh, please shut up, and stop trying to convert people into using hard-to-learn and unnesessary programs just to adjust the brightness.
Commented 18 years ago2006-07-06 22:30:47 UTC in vault item: func_illusionary Comment #12488
Honestly I was too lazy to take a in game screenie after i forgot to when i ran it to make sure there were no errors.

So i was like.. wtf i'll take a hammer screenie :)

But im still confused on your idea rowley?
explain it more clearly?
Commented 18 years ago2006-07-06 19:49:41 UTC in vault item: The Mansion 2 Comment #12487
Ok I just played it. Heres the lowdown dawg:

Pros:

Music was very cool and perfectly matched the mood.
Some cool moments and corridors (Espically the blue water fall hall :) )
The ending part with the G-man was pretty cool :)

Cons: Most areas were too bland, and textures too repetitive. Some texture usage was horrible.
Areas and rooms too open and bland.
Average brushwork.

No unique fights with enemies using enviornments. Kind of just gunning.

Other thoughts: I liked the study room, and monster placements. Some rooms were great, but some were bland :(

4 stars overall. It has too much work in it to gather less. I would suggest mainly variation on walls with textures, and more props and designs in the mansion for detail.

Cool map :)
Commented 18 years ago2006-07-06 18:39:24 UTC in vault item: aim_alien27 Comment #12486
Argh, photoshop that screenie's brightness!
Commented 18 years ago2006-07-06 18:12:54 UTC in vault item: aim_alien27 Comment #12485
basically , i thought adding bomb targets would help prevent camping, and its also makes it a little more fun
Commented 18 years ago2006-07-06 18:05:39 UTC in vault item: aim_alien27 Comment #12484
bomb targets in an aim_map?

im confused. Enlighten me
Commented 18 years ago2006-07-06 17:45:43 UTC in vault item: Cargo Mover Comment #12483
looks nice, and I will play soon, but you should list what entites this bitch uses in the description--like, this example uses func_whatevers, and env_blehs to do blah blah.

This way when people do a keyword search, they will pull up your example if they are searching for func_whatevers.