Commented 18 years ago2006-06-14 06:52:05 UTC
in vault item: cs_rushdownComment #12225
Dr. Cheese, you are sadly mistaken. You should really look at the r_speeds instead of just taking a glance at an area and determining there could be "10 times more detail". When I'm in some corners of the map, the w_polys reach 960 or so, and you shouldn't go much higher than that.
A lot of polys were probably wasted on the trim, though. That's good detail, but most people won't notice it, and you could make better use of those resources by replacing it with something that stands out more.
Good ambience too, that's something that leaves too many other maps feeling bland.
I think you might have gone more for the realistic feel than for good graphics, which is why many of the rooms feel blocky. You did use that realistic theme fairly well, though. The textures were very good throughout most of the map, conveying the feeling that you were in a bunch of abondoned buildings, and they made up for some of the blander rooms.
I noticed in a few areas that your brushwork was a little sloppy, but that pretty much blended in with the theme of the map, and ended up feeling more like detail than error.
Overall a good job. If the layout wasn't so open, you'd be able to put more detail in, but from a gameplay perspective, it's fine.
Commented 18 years ago2006-06-13 17:57:01 UTC
in vault item: MansionComment #12222
You should be able to get into the area with the strider...
Well, after the slow-mo section you go through the tunnel in the side of the room. After that you swim through the sewer tunnel and kill the zombie thats underwater. The rest is pretty easy to figure out.
i found out what it is doing. don`t know why. when something goes into the feild it gets destroyed. as it should. But it seems the energy balls are being destroyed as well
Commented 18 years ago2006-06-13 16:17:31 UTC
in vault item: Prefab PackComment #12219
That chair alone must have 100 wpolies... just look at the small scale of the texture. Don't use such small scales.
As for prefabs... I only like them when they are common stuff like guns and vehicles. Ladders or doors like the one you made should be made for one map only so thry'll be kept original and intresting.
I don't use others' prefabs anymore. Sometimes I have trobles understanding where each texture should be so I look in nice prefabs, but make my own prefabs. Sometimes I find out that the place I thought the texture should be is better then the place it's placed in on the prefab.
Commented 18 years ago2006-06-13 03:01:43 UTC
in vault item: Air fireComment #12205
Muzz, take a good look around the vault and count how many don't actually have a real description of the map. Even Unbreakables robot thing doesn't have a description, it just says"comment please. only available 12 hours a day".
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-11 17:52:28 UTC
in vault item: My_House (CS or HL)Comment #12195
Thanks for changing it. I would have used CS to play it, but mine isn't working at the moment.
I have to say, though, I thought the scale looked almost perfect when I played in HL, even if you could step up on the seats. I think those counters (they were kitchen counters, right?) might even be too high in CS.
Commented 18 years ago2006-06-10 00:15:38 UTC
in vault item: Fire ArenaComment #12181
hey leo ladeira you are a brazilian like me and S3rius (i dont are whiting in portugues because the TWHL admin delete the non-english spam)Check my maps.
PS! Where did you download the HL2 models for HL1?
Please tell me! I think others want to get them too...
10010
next to the "treehouse"
410 is my rating sorry
Thanks for playing it!
A lot of polys were probably wasted on the trim, though. That's good detail, but most people won't notice it, and you could make better use of those resources by replacing it with something that stands out more.
Good ambience too, that's something that leaves too many other maps feeling bland.
I think you might have gone more for the realistic feel than for good graphics, which is why many of the rooms feel blocky. You did use that realistic theme fairly well, though. The textures were very good throughout most of the map, conveying the feeling that you were in a bunch of abondoned buildings, and they made up for some of the blander rooms.
I noticed in a few areas that your brushwork was a little sloppy, but that pretty much blended in with the theme of the map, and ended up feeling more like detail than error.
Overall a good job. If the layout wasn't so open, you'd be able to put more detail in, but from a gameplay perspective, it's fine.
Well, after the slow-mo section you go through the tunnel in the side of the room. After that you swim through the sewer tunnel and kill the zombie thats underwater. The rest is pretty easy to figure out.
http://img506.imageshack.us/img506/5770/myhouse00011ir.png
I could be wrong about them being too high, I haven't gotten around to playing it in CS since I got it working again.
when something goes into the feild it gets destroyed. as it should. But it seems the energy balls are being destroyed as well
As for prefabs... I only like them when they are common stuff like guns and vehicles. Ladders or doors like the one you made should be made for one map only so thry'll be kept original and intresting.
I don't use others' prefabs anymore. Sometimes I have trobles understanding where each texture should be so I look in nice prefabs, but make my own prefabs. Sometimes I find out that the place I thought the texture should be is better then the place it's placed in on the prefab.
Its not neccisary.
I'll download it and get back to you.
i know i have to use less than 20 wads but im using only 3 wads and they are 120mb big
ok
I was overreacting a bit i geuss. Sorry. But a decent map discription for the completed maps is a must have.
I thought I made them 30 units high, but I will double check, thanks :).
I have to say, though, I thought the scale looked almost perfect when I played in HL, even if you could step up on the seats. I think those counters (they were kitchen counters, right?) might even be too high in CS.
was hoping...but no...
"fire.spr" now included for Half-Life users!
- a boring generic aim map
- rubbush sky
- crates
- dust textures
- like every other aim map
+ not fullbright
+ reasonably interesting for an aim map