Commented 18 years ago2006-06-21 18:51:03 UTC
in vault item: cs_road_exComment #12282
This is an example of the type of map that should probably only be made for CS:S, if you were aiming for it to be playable. It just demands a lot more than HL can handle, and it really shows.
Gosh darn golly, those r_speeds are the worst I've seen in a while! You could have at least upscaled some of the textures, as that would have helped considerably. As far as I'm concerned, 2500 w_polys is simply unnacceptable, and you can't hope to be able to play this without lag.
On the other hand, it's still a fairly well constructed map. Your architecture was a little blocky, but some places like the tunnels looked like more time was spent on them.
There were plenty of small details in places, but for a map like this, it was still too many. Most indoor areas should generally be avoided in open maps, unless you know you have sufficient view blocking.
One thing that bothered me was the (blah) drivable tank. Those things are just way too glitchy. In my opinion, they should be left out of every map except those that were specifically designed to compensate for their... considerable suckyness.
Fairly nice job in places here, but not enough to make up for the downfalls.
Commented 18 years ago2006-06-20 23:04:39 UTC
in vault item: SancefarComment #12279
+ nice layout + nice lighting + nice use of textures
- bad wpoly/eploys in areas - you get stuck in a spawn! - over scaled texture in 1 area - ambients would of been nice - gun/hand 'blacks' out in some areas
Commented 18 years ago2006-06-20 16:41:52 UTC
in vault item: Freeman's TombComment #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 ago2006-06-19 22:18:29 UTC
in vault item: Life's EndComment #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_1deagComment #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 22:11:24 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_1deagComment #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 ago2006-06-17 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 04:42:26 UTC
in vault item: Air fireComment #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!
Commented 18 years ago2006-06-16 04:30:38 UTC
in vault item: cs_rushdownComment #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 18:22:19 UTC
in vault item: Prefab PackComment #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_rushdownComment #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.
Commented 18 years ago2006-06-15 04:54:31 UTC
in vault item: cs_rushdownComment #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 04:16:19 UTC
in vault item: cs_rushdownComment #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 ago2006-06-14 19:41:46 UTC
in vault item: GaussfobiaComment #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
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_rushdownComment #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.
Gosh darn golly, those r_speeds are the worst I've seen in a while! You could have at least upscaled some of the textures, as that would have helped considerably. As far as I'm concerned, 2500 w_polys is simply unnacceptable, and you can't hope to be able to play this without lag.
On the other hand, it's still a fairly well constructed map. Your architecture was a little blocky, but some places like the tunnels looked like more time was spent on them.
There were plenty of small details in places, but for a map like this, it was still too many. Most indoor areas should generally be avoided in open maps, unless you know you have sufficient view blocking.
One thing that bothered me was the (blah) drivable tank. Those things are just way too glitchy. In my opinion, they should be left out of every map except those that were specifically designed to compensate for their... considerable suckyness.
Fairly nice job in places here, but not enough to make up for the downfalls.
2.5 stars, but I can only give you three.
+ nice lighting
+ nice use of textures
- bad wpoly/eploys in areas
- you get stuck in a spawn!
- over scaled texture in 1 area
- ambients would of been nice
- gun/hand 'blacks' out in some areas
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.
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.
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!
i didnt get to play it with any people so i cant comment on the gameplay aspect
A little help: vent =)
Just hang a little bit in that secret room and you will find it fast....
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.
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.
http://geocities.com/goforbrokehub/rushdown.htm
Thanks for the positive feedback :]
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!
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.
Jk, 5 stars, kind of an easy effect to achieve, but the lobby itself is very well constructed.
I lowered the tables about 5 units, and suprisingly, they look substantially better!
Thanks for the input :P!!1
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!
+ 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!
Sorry, but just NO!
4/5 because most maps don't get 5
I dont remember seeing anything like that in HL2
If so... s'not great...
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
"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
Is anybody hoping to play this on a server?
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.
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.