Commented 18 years ago2006-06-25 04:56:44 UTC
in vault item: Map1Comment #12367
Yeah I know, I actually had to cut out a piece from above the door and make it func_illusionary so you can walk through it, lol. I'll put a screenshot up now. Also, my favroite bits are the warning stripes on and around the staircase and around the ladder (warning stripes are cool).
Commented 18 years ago2006-06-25 04:42:50 UTC
in vault item: Map1Comment #12366
Pretty damn amazing if this is your first map ever. You actually have GASP detail! Nice lights and little stuff like that. Great use of entitys too. If you already know this much, you should try making better (real) stuff...
You need to put a roof on it though, or else you'll get that ugly hall-of-mirrors (HOM) effect, and there could be some other problems if you made a bigger map. You need to sort out the scale problems too, that one door you had was way too small to walk through.
Commented 18 years ago2006-06-25 02:30:41 UTC
in vault item: Rockets for SpiritComment #12363
Spirit doesn't make it that easy! It's quite the same as Hl1's one, in technical terms.
You guy seem to have too much prejudice against spirit. Everytime you see something with spirit you back off and say that it doesn't worth anything, it's easy to map for it and that it has not point. Spirit doesn't have an env_shootmissle entity, it doesn't have entities for everything. It's still is a chalange mapping for it. I myself didn't use many of spirit's stuff, but what I used was needed. I didn't use all that alias/locus/calc/motion stuff.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-25 00:38:53 UTC
in vault item: aim_neon_abyssComment #12358
Neat Idea, and definitely 100 times nicer than the typical aim map!
The shadows from the green neon thingies will look more uniform if you scale down that floor texture a bit--at least I think so, and that's inferring you WANT it to look more uniform
Nice, smooth-lookin, two-sided volumetric light as well.
Commented 18 years ago2006-06-25 00:15:59 UTC
in vault item: de_nightstrikeComment #12357
Neat stuff, as I said before, and some nice detail like the broken light switch, burried stuff, truck and other little details.
+Nice new ambients +As I said before, great detailing! +Nice underground area--didn't notice it before! -still using pointlights, hence the weird round shadows... +The layout seems much more manageable now, even though it isn't that much changed imo...maybe it just took playing it again
Commented 18 years ago2006-06-24 12:48:29 UTC
in vault item: StarsBreakClanMapComment #12333
ok but i do make maps like that i just posted this because i was bored and made it for a fun map clan =P.
but thanks jimmi ill go do that.
bots dont work for v2 unless you get a nav of the map from a difrent version cuz they shoot the floor and die so... you have to get a nav of the same map wihtout the water pit
Commented 18 years ago2006-06-24 00:12:38 UTC
in vault item: aim_neon_abyssComment #12323
This is actually quite a nice little map. It's got cool colors, good abstact architecture, ambience... It's not really missing anything, and feels quite well made, despite the fact that it's just a side project.
The background noise could get a little irritating though, so you might want to replace it with a less repetitive one, if you plan on working on this any more.
I didn't think I'd give a rating to such a simple little map, but turns out this one is actually pretty good. There's nothing great about it, but there's nothing bad either!
Commented 18 years ago2006-06-23 19:53:52 UTC
in vault item: de_nightstrikeComment #12315
A very well thought out map and a great finished version compared to the original release. Balanced gameplay and a nice atmosphere make this a great map. Its especially nice considering that it is only your 3rd map.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-23 02:26:54 UTC
in vault item: cs_road_exComment #12301
Some really cool shit in this map! (are you sure your not an alias of WorldCraft Dude? ^_^ )
Really cool urban environment, though it's so huge, it would take me 20 times playing it to get a good handle on the layout, and explore all areas. Too big and to counfusing of a layout would be my biggest complaint. (I don't like big maps, so I'd consider myself a bit bias in this area)
That said you have lots of superb detail paced in this map, and interesting/creative areas like those big underground tunnels--lighting looked great down there to btw--, the sewers, and the buildings inside and out. Giant area + tons of detailed architecture = gargantuan wpolys... but I'm sure you well aware of this
So while it's not the most playable map in the world, this map still shows you have a great command of brushwork, ambience--nice ambience and trigger ambients btw too!!!--, and ligthing.
Misc gripes:
-scale on that nice momentary button/dial was gigantically huge, but it was so cool, I didn't care much
-lots of doors that didn't open... another pet peeve of mine
-Some intersecting brushes with the glass on the windows at the "bus station" --that was also a sweet area
Commented 18 years ago2006-06-22 16:42:15 UTC
in vault item: Rockets for SpiritComment #12288
Hmm.. You could have merged those 2 examples. They are the same kind aren't they? Just include a readme telling that the other file is for spirit and that's all.
Commented 18 years ago2006-06-22 15:49:18 UTC
in vault item: de_simcComment #12285
Cs source! Cs source, we wan't cs source! it would be so cool if you had made it for css, then I could host it on my server. But nice work though! I love it.
oh forgot to rate SIX stars! oh dmn, only counts to 5 oh well
Commented 18 years ago2006-06-21 19:50:40 UTC
in vault item: cs_road_exComment #12283
Yea, this is indeed a MASSIVE map. I checked the r_speeds throughout the map and got 2000+ wpoly and sometimes 3000+ epoly, but I ran at a solid 72fps.
I'm not sure if it's just my machine or what. I've played the previous version on my ownserver many times, and noone once complained of lag. Perhaps the new additions made it worse, and I'm just not able to notice.
A lot of small crap I was too frustrated to deal with. You have to imagine I have been working onthis map for two years. I started with very crappy architecture and as I grew I went on an ellaboration spree.
The basement I even held back on, as I even thought to myself "This seriously looks like source, and there's no way HL can handle this." At one point I had pushable boxes in the warehouse, which were later removed when they showed to serve no gameplay purpose and I was over my limit of 512 precachable entities.
Also, my favroite bits are the warning stripes on and around the staircase and around the ladder (warning stripes are cool).
You need to put a roof on it though, or else you'll get that ugly hall-of-mirrors (HOM) effect, and there could be some other problems if you made a bigger map. You need to sort out the scale problems too, that one door you had was way too small to walk through.
You guy seem to have too much prejudice against spirit. Everytime you see something with spirit you back off and say that it doesn't worth anything, it's easy to map for it and that it has not point. Spirit doesn't have an env_shootmissle entity, it doesn't have entities for everything. It's still is a chalange mapping for it.
I myself didn't use many of spirit's stuff, but what I used was needed. I didn't use all that alias/locus/calc/motion stuff.
The shadows from the green neon thingies will look more uniform if you scale down that floor texture a bit--at least I think so, and that's inferring you WANT it to look more uniform
Nice, smooth-lookin, two-sided volumetric light as well.
+Nice new ambients
+As I said before, great detailing!
+Nice underground area--didn't notice it before!
-still using pointlights, hence the weird round shadows...
+The layout seems much more manageable now, even though it isn't that much changed imo...maybe it just took playing it again
Nice work!
I never realized it, but I suppose I'm a bit of a hl/cs purist after-all
but thanks jimmi ill go do that.
bots dont work for v2 unless you get a nav of the map from a difrent version cuz they shoot the floor and die so... you have to get a nav of the same map wihtout the water pit
but what kinda texture theme would you recomnd for this map
The background noise could get a little irritating though, so you might want to replace it with a less repetitive one, if you plan on working on this any more.
I didn't think I'd give a rating to such a simple little map, but turns out this one is actually pretty good. There's nothing great about it, but there's nothing bad either!
Really cool urban environment, though it's so huge, it would take me 20 times playing it to get a good handle on the layout, and explore all areas. Too big and to counfusing of a layout would be my biggest complaint. (I don't like big maps, so I'd consider myself a bit bias in this area)
That said you have lots of superb detail paced in this map, and interesting/creative areas like those big underground tunnels--lighting looked great down there to btw--, the sewers, and the buildings inside and out. Giant area + tons of detailed architecture = gargantuan wpolys... but I'm sure you well aware of this
So while it's not the most playable map in the world, this map still shows you have a great command of brushwork, ambience--nice ambience and trigger ambients btw too!!!--, and ligthing.
Misc gripes:
-scale on that nice momentary button/dial was gigantically huge, but it was so cool, I didn't care much
-lots of doors that didn't open... another pet peeve of mine
-Some intersecting brushes with the glass on the windows at the "bus station" --that was also a sweet area
Beautiful work!
^_^
SpaG, If I will I'll have to host the map somewhere.
oh forgot to rate SIX stars! oh dmn, only counts to 5 oh well
I'm not sure if it's just my machine or what. I've played the previous version on my ownserver many times, and noone once complained of lag. Perhaps the new additions made it worse, and I'm just not able to notice.
A lot of small crap I was too frustrated to deal with. You have to imagine I have been working onthis map for two years. I started with very crappy architecture and as I grew I went on an ellaboration spree.
The basement I even held back on, as I even thought to myself "This seriously looks like source, and there's no way HL can handle this." At one point I had pushable boxes in the warehouse, which were later removed when they showed to serve no gameplay purpose and I was over my limit of 512 precachable entities.
I will look into CS:S mapping.