Comments

Commented 18 years ago2006-06-20 20:29:18 UTC in vault item: cs_rushdown Comment #12278
but its not as open..
Commented 18 years ago2006-06-20 16:41:52 UTC in vault item: Freeman's Tomb Comment #12277
great idea, very atmospheric. One of the few maps that actually scared me alot and stuff. Goes to show you that you don't need super nice mapping to make a good mod.
Commented 18 years ago2006-06-20 05:34:34 UTC in vault item: big_city Comment #12276
Yeah your map is very good I liked it!!!
Commented 18 years ago2006-06-19 22:30:50 UTC in vault item: Freak AS1 Comment #12275
How can I get the all_wads.wad file? Anyone know a source where I can get this?
Commented 18 years ago2006-06-19 22:18:29 UTC in vault item: Life's End Comment #12274
excelent mod. the detail was amazing and the gameplay easy enough to be fun. I had problems loading it though so some things wouldnt work and it crashed frequently towards the end. think it might be my version though. full marks!
Commented 18 years ago2006-06-19 09:26:33 UTC in vault item: fy_1deag Comment #12273
I quote: "Unfinished map's in the 'unfinished maps' section. LOTS of work needed, first off in needs a layout, second off it need detail. And there are too many fy and aim maps. Please stick to DE or CS (Or AS)."

OMG, SO JIMMI! and it's also bullshit what you say.
Fy and Aim maps are nothing wrong with, they can be lots of fun.
The lay-out is just like a fy should be, easy and simple.

Anyway, looks rather fine, I agree with rowleybob for most. :)
Commented 18 years ago2006-06-18 22:40:35 UTC in vault item: Sancefar Comment #12272
All I gotta say is beautiful.
Commented 18 years ago2006-06-18 22:11:24 UTC in vault item: HL2 Buttonpad for HL1! Comment #12271
I disagree with posting of prefabs in any way on this site. Even though your next prefab might be sooo amazing, I still want a new idea I can use in my maps. Example MAPS!
Commented 18 years ago2006-06-18 16:38:49 UTC in vault item: fy_1deag Comment #12270
Nice enough for what it is, and it "feels" like it would be fun to play with the three levels: Ground, on top of boxes, and catwalk.

Architcture is fine, albeit a little boring. Maybe add some additional detail to break up the awful concrete block walls--beams, signs, doors, other support structures, etc.

Maybe some custom crate textures, or something other than crate textures in the middle area might help too--fork lifts, conveyors, packaging machines, pallets, etc.
Commented 18 years ago2006-06-18 13:54:34 UTC in vault item: Armored_brush-bulletproof wall Comment #12268
Great work.. :)
Commented 18 years ago2006-06-18 01:38:22 UTC in vault item: Armored_brush-bulletproof wall Comment #12267
Well done!

Perfectly done, as your walls have the same exact wpolys as a regular wall, due to the nulling. 30 unints is also a very acceptable wall width.

I think this finally, unequivocally, and very nicely answers the "bulleproof" wall problem for cs...Bravo!
Commented 18 years ago2006-06-17 15:45:09 UTC in vault item: Armored_brush-bulletproof wall Comment #12266
Hum... more one thing,,, need zhlt wad (because null textures)
Commented 18 years ago2006-06-17 14:10:23 UTC in vault item: fy_1deag Comment #12265
i thought it was pretty good... the lights look cool and the texturing seemed nice

i didnt get to play it with any people so i cant comment on the gameplay aspect
Commented 18 years ago2006-06-17 13:15:29 UTC in vault item: CS Surf Map Pack Comment #12264
I think you should attach a new surf map pack ... :) If you have a new surf maps of course.... :)
Commented 18 years ago2006-06-17 13:09:55 UTC in vault item: surf_water-run2 Comment #12263
Well in that secret room you have secret part.. ;)
A little help: vent =)
Just hang a little bit in that secret room and you will find it fast.... :)
Commented 18 years ago2006-06-17 09:58:16 UTC in vault item: HL2 Buttonpad for HL1! Comment #12262
Elon is right.

Only thing I can say is,, take more time making your stuff to fix things like textures and such.
Play around with hammer and maybe read a few tutorials.
Most things I know about mapping I've learned my self, without tutorials, because I find it alot easier to discover things on my own, but that's just me.
Find your way of learning, and learn. :)
Commented 18 years ago2006-06-16 16:59:39 UTC in vault item: HL2 Buttonpad for HL1! Comment #12261
SO!! YOU ONLY ACCEPT GOOD MAPS DO YOU? If he wants he can post these prefabs of his, no matter how good or bad they are. If you internd to post many prefabs just place them in one map, and add to the map the prefabs you recently posted.

Instead of bashing him, help him. The first thing I have to say is- Change the textures, don't post test textures, texture it so it will look good. Func_wall the parts of the button you don't press.
Commented 18 years ago2006-06-16 08:55:03 UTC in vault item: cs_rushdown Comment #12260
you can find RB6 side by side conversion screenshots here:
http://geocities.com/goforbrokehub/rushdown.htm

Thanks for the positive feedback :]
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-16 04:42:26 UTC in vault item: Air fire Comment #12258
Okay, I finally got to play this and I must say, that if you look at the other aim maps out there - this map is something really well-made.

The first con would be the amazingly low r_speeds for such an open map with a very decent ammount of detail. The highest r_speeds were ~1080 wpolies and that's quite acceptable.
I also liked the custom trims/texturing of the map. They added a cutsom and newer feel to the whole map (most other aim maps don't use any custom material).
The architecture was quite good for an average map and amazing for an aim_ map. The arches, cliffs were quite detailed and good-looking.
The gameplay should be good, since there are multiple levels of combat and a quite interesting layout (layout in an aim map?! :o). That should provide the map with smooth and fast-paced gameplay.

The cons would be the lack of ambience and the sky not fitting the lighting. No matter, how csgeeks hate ambience and flame the mapper about that - there really should be at least some in every map.
And I didn't like the night sky in a bright map. Use a daytime sky for more realism and better looks. :)

Overall - the map is very well-built for an aim_map and compared to others - it's v. beautiful. Great work! :D
Commented 18 years ago2006-06-16 04:30:38 UTC in vault item: cs_rushdown Comment #12257
Actually - I have no idea on why everyone's so concerned with the r_speeds. I haven't seen any areas of the map, that had r_speeds higher than ~900 (the nowadays standarts are <1000 wpolies, not 800)

I agree with Rowleybob on most things, although I must say, that the crickets sound is interesting at first, although it becomes a real pain for the ears in a few minutes of playing. Either change the background sound to something more pleasant, or just add some randomly triggered wind/other sounds.
I also didin't like the lighting not matching the sky (or vice versa). If you want to keep the night sky and the current brightness level in the outside, at least add some light sources outside, that would explain the weird brightness outside in the middle of the night. :)
Another thing: This is a cs map. That means, that it should have hostages (cs_ = hostage rescue map). If you want to keep it like that, I'd suggest changing the name to aim_rushdown.

Overall - a very nicely-built map. As Rowleybob said - it needs something to make it stand out of the crowd (trims, map-specific objects, etc.). Take dust as an example. The map-specific objects are the arches and trims. when you see a map with those objects - you always know, that it's a dust remake. :)
The map still needs more work, although it was pretty darn good.
Commented 18 years ago2006-06-15 23:43:04 UTC in vault item: The Lobby Comment #12256
1 star.. just cause I like being mean >:).

Jk, 5 stars, kind of an easy effect to achieve, but the lobby itself is very well constructed.
Commented 18 years ago2006-06-15 21:52:39 UTC in vault item: My_House (CS or HL) Comment #12255
@srry:

I lowered the tables about 5 units, and suprisingly, they look substantially better!

Thanks for the input :P!!1
Commented 18 years ago2006-06-15 19:16:54 UTC in vault item: Star Wars (map a movie) Comment #12254
Rednik, why would you rate it if you didnt try it yet?
Commented 18 years ago2006-06-15 18:24:53 UTC in vault item: HL2 Buttonpad for HL1! Comment #12253
I agree.

And if your going to torture us in this way, at least include a workable .bsp for us to play with...it's sort of just good etiquette imo.

Welcome to TWHL btw! :P
Commented 18 years ago2006-06-15 18:22:19 UTC in vault item: Prefab Pack Comment #12252
I would recommend putting them all in one map, and making a bsp for the lazy ones--like me. Still include the .rmf of course, but put them all in one...no reason to have 6 different ones imo.
Commented 18 years ago2006-06-15 18:17:24 UTC in vault item: cs_rushdown Comment #12251
+ Neat/original layout
+ Nice textures
+/- Light fixtures are interesting, but a little weird, which is ok I guess.
+/- Some nice detail with trim, railing, supports... but you need more.
- Not really any props in the map except some boxes = bad imo.
- stairs are too steep and not textured very well.
+ Very smooth performance
- no ambients?

A nice map, but not very inspiring imo. Maybe a stronger theme to give the player an idea what people in this building do, or something. Some more props and detail as I've already said would help, but I think the bottom line is the "idea" needs to be refined a little more.

Nice map!
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-15 16:17:35 UTC in vault item: HL2 Buttonpad for HL1! Comment #12249
please stop posting these... they're not even goot - they suck. you haven't even func_walled any of it, and the texture alignment is terrible. the button is way too small for the fixture, and doesn't even look like a button.

Sorry, but just NO!
Commented 18 years ago2006-06-15 15:26:46 UTC in vault item: Energy balls not working (Combine Prison) Comment #12248
I would have a look at it but my hammer is broken, I'll have a look tomorrow when I've fixed it <3
Commented 18 years ago2006-06-15 10:50:13 UTC in vault item: cs_rushdown Comment #12247
Exactly and it paid off so well done...
4/5 because most maps don't get 5 ;)
Commented 18 years ago2006-06-15 08:37:19 UTC in vault item: HL2 Buttonpad for HL1! Comment #12246
perhaps you could show a picture of what 'button pad' you were trying to re-create?

I dont remember seeing anything like that in HL2
Commented 18 years ago2006-06-15 08:33:29 UTC in vault item: HL2 Buttonpad for HL1! Comment #12245
Sorry, its a prefab
Commented 18 years ago2006-06-15 08:33:04 UTC in vault item: HL2 Buttonpad for HL1! Comment #12244
Please dont look at the textures, its only a test textures :)
Commented 18 years ago2006-06-15 08:32:50 UTC in vault item: HL2 Buttonpad for HL1! Comment #12243
er... im not entirely sure what you were trying to achieve here... does it do something cool or is it just a prefab?

If so... s'not great...
Commented 18 years ago2006-06-15 04:54:31 UTC in vault item: cs_rushdown Comment #12242
Its because you see alot of the map in the outdoor areas, which increases the r_speeds. The more you see = high r_speeds. I did use nulls and Hints I dont have a good understanding of. Over i think i did a great job with the r_speeds for an outdoor map.
Commented 18 years ago2006-06-15 04:33:01 UTC in vault item: Energy balls not working (Combine Prison) Comment #12241
Give people time.
Commented 18 years ago2006-06-15 04:16:19 UTC in vault item: cs_rushdown Comment #12240
As I said, the layout was poor in that perspective, but he said he based it on the Rainbow 6: Black Thorne training map. Obviously, as that game came out three years after Half-Life, its engine was more suited to this kind of map with open areas and higher detail.

Although, I just took a look at some R6: BT screens, and I have to say, it doesn't look too hot. Maybe built from the Quake 2 engine at the most. Is it possible that this version actually has more brush detail than the original?

Still, as Dr. Cheese said, you could probably make use of HINTs and NULLs in some areas, it would help quite a bit I think
Commented 18 years ago2006-06-15 03:32:54 UTC in vault item: Topside Comment #12239
...
Commented 18 years ago2006-06-15 03:30:03 UTC in vault item: Pandemic Start Map Comment #12238
EXCELLENT
Commented 18 years ago2006-06-14 19:41:46 UTC in vault item: Gaussfobia Comment #12237
Oh great.. my host is suspended...

"But i kept getting stuck on the rocks quite often. clip brush some to simplify them."
I think that those clipping problems are not so bad.. When the map was in development I was having some problems with that.. but now I'm accustomed.

"I like how you blended the sky with the terrain, and although it has some issues--water doesn't look too "watery", and you can see the lava underneath--, it's still very nice"
Yes.. the water is very crappy, I'm tryng to do something better in my next map, but that is it for now.:P

"Terrain is excellent. Varying it with foliage and small props was a nice touch too. Texturing is ok at best though...that redstone became very painful to eyes after a while, and looked unnaturally red--were the rocks textlights, was the lava light bleeding through, or was i just the texture?"
About the rock textures.. this was the effect's that I just wanted to add, a strong sun light, but yes, it could be less orange.

"Lava area was great and nice ambients there too, though I would vary the textues a little there too to make it a little more interesting--add some black textured stalactites perhaps, add some crystals...somethign to break it up a little. Lava flows looked great!"
Yea.. the lava part was implemented at the end of the project and it is a little "raw" I would say.. I wanted to do something bigger, but there were no space (I would need to put it deeper to get some space). That come's just like a suvenier :P

Is anybody hoping to play this on a server?
Commented 18 years ago2006-06-14 19:25:24 UTC in vault item: dm_poisongarden Comment #12236
i agree too much hurt...kewl map-looks like you put a lot of time into it.
Commented 18 years ago2006-06-14 19:04:52 UTC in vault item: cs_rushdown Comment #12235
One more thing: You shouldn't stretch the textures on the stairs so much, they look a little weird.
Commented 18 years ago2006-06-14 18:28:53 UTC in vault item: Energy balls not working (Combine Prison) Comment #12234
so...no one knows why it does that?
And hunter. if your not going to make the effort looking don`t say you are going to. I know you haven`t downloaded it cause that download was me when i checked i uploaded the right file.
Commented 18 years ago2006-06-14 16:19:59 UTC in vault item: cs_rushdown Comment #12232
did you bother looking at the r_speeds cheese? LOL

Yes srry is right. I couldnt add anything else to it or else r_speeds will hike up. Besides it didnt need anymore detail its sorta a conversion of the rb6 training map. Thanks for the kind words srry.
Commented 18 years ago2006-06-14 15:40:06 UTC in vault item: A film on a screen Comment #12231
cool... TV.....mmmmm....
Commented 18 years ago2006-06-14 15:15:52 UTC in vault item: Explosive-Only breakable Comment #12230
EXCELLENT (EXAMPLE) MAP!

PS! Where did you download the HL2 models for HL1?
Please tell me! I think others want to get them too... :)
Commented 18 years ago2006-06-14 15:07:37 UTC in vault item: Reflective Water Comment #12229
EXCELLENT (EXAMPLE) MAP!
10010 ;)
Commented 18 years ago2006-06-14 14:57:12 UTC in vault item: An evening walk on a roof Comment #12228
hehe i saw a scientist

next to the "treehouse" :)

410 is my rating sorry
Commented 18 years ago2006-06-14 14:16:46 UTC in vault item: My_House (CS or HL) Comment #12227
They look fine too me, but it's all about personal preference. They are a "look" a bit bigger in cs, but not too much so imo.

Thanks for playing it!