Commented 18 years ago2006-06-09 12:20:01 UTC
in vault item: No_PatienceComment #12174
ok well just drop it, i wasnt the one that started off a rude remark... If I get a comment off a map that someone has played and downloaded than ill understand"wouldnt consider it rude" but the fact that he sayed that based on pics i sayed werent even that good is just rediculous.
Commented 18 years ago2006-06-09 10:05:02 UTC
in vault item: Test of DestructionComment #12173
haha, no Habboi, there where no cat sounds hahaha.. jeez, although, when you go towards the first pit in the floor, you will hear HL2 Zombie sounds. (...the zombiesounds with the echo...)
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-09 03:41:07 UTC
in vault item: Air fireComment #12169
You should probably label this fy_airfire or somethig.
+weapons crates +Nice architecture, relief, and layout. -could use more props, detail items--though that mini sloped rock formation looked quite nice! +Nice enough lighting, (add some fixtures in some the dark rooms though) -no ambients
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-09 03:12:17 UTC
in vault item: An evening walk on a roofComment #12167
Scratch last, I had the old version downloaded...SORRY!
I didn't personally get much from the example, but maybe someone else will.
I must say I've never noticed that little transparent elevator texture before--prolly becuase it's so small! I have a couple ideas where I can use that right now, thanks!
Commented 18 years ago2006-06-09 03:10:31 UTC
in vault item: No_PatienceComment #12166
Then here is not the place. This is where you tell how you feel or think about this map. Use PM. Or rather, calm down and ignore such comments, or ask for clarification. Mad comments usually don't do yourself well (for example, your comment about my hallway(s) felt odd, dumb almost, and now it turns out it wasn't based on much at all). As for clarification, after I asked for it it turned out Orph sees 4 stars as almost-perfect, and that's a stage your map hasn't achieved quite yet. It has good points, but also lacking points.
Commented 18 years ago2006-06-08 19:42:25 UTC
in vault item: No_PatienceComment #12155
No i just remembered one hallway on the map playtest. And normaly I wouldnt put down someone's map but the way he was being so cocky and the coment he left me kinda made me mad so I had to let him no how I felt...
Commented 18 years ago2006-06-08 19:08:33 UTC
in vault item: No_PatienceComment #12153
Similar hallways? Wha?
As if I create all my hallways like that, and as if I've created that many maps...
zeeba-G, Orphs maps have been made years ago. Of course they're HL-ish, in fact, your map is more HL-ish than this particular map. That isn't a bad thing per se. Fire traps and lava ramps are unoriginal? Of course. Everything has been done before in some way or another. That's not the point here, the point is whether they 'work' or not. A fire trap, how cliche it might be, can still provide good fun during play.
Actually, I think this map is ok. It seems to be built with gameplay in mind and it looks like it handles that well. The graphics are fine but feel a bit disjointed.
Commented 18 years ago2006-06-08 18:40:36 UTC
in vault item: cs_palmComment #12152
Thanks, Ag3nt-X, but I don't think I'm going to re-enable the ratings, as I'd hate to see my map clumped in with all the other 2-stars. It's probably better like this anyway, since people can still read the reviews and ratings if they want, and decide for themselves whether they like it.
Commented 18 years ago2006-06-08 15:11:54 UTC
in vault item: No_PatienceComment #12149
I agree with Freshed about youre attitude...you are arrogant. The way you put down my first submitted map made me decide to download some of yours so I could say what I think... Well from looking at them I am able to let you know that you have no room to talk. Your maps are all full of the same old half life stuff///the fire room trap<seen before>your walkway over the lava> seen before ...actualy that hallway is made the same way as the ones captain P makes all the time. You realy nead to stop trying to make others look bad and only post bad comments if someone makes maps like those square 1 room maps that are full of boxes etc. ... Itis true that lots of "crap" is produced and put on the internet but I wated 3 years of mapping until I decided to make a simple deathmatch map that I could show others. If you want to realy see what I am capable of doing I guess Ill have to show you...
Commented 18 years ago2006-06-08 12:57:51 UTC
in vault item: cs_palmComment #12147
it's easy to say bad about another maps when it is not made by you you must see your maps before saying bad about another map like that comment you posted in undertime - SORRY - I give 4 stars to this map. and reenable the ratings i will not disturb you more.
Commented 18 years ago2006-06-07 13:04:22 UTC
in vault item: gsbComment #12139
Thanks. It's good to hear that sombebody like this map. All the map is scaled too big, because it's my first map, and i didn't know how big is good size.
Also i'm planing to make it hl map no cs, cos this isn't a tactic map. The map is my last school and i think that break some glass on it with my exclassmates can be fun.
Thank you for advice about lights i'll try it. I have no time for detail yet, but furniture and so... it will be there for sure.
Commented 18 years ago2006-06-07 02:39:39 UTC
in vault item: GaussfobiaComment #12136
Very neat stuff.
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.
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?
Different ambients for different parts of the map was nice, as well the "deathcry" you hear when you fall off the cliff :)!
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!
I have to go negative on the layout too. I walked around for a long time, with still no really good idea of the place. I would try to simplify it a bit.
I liked the volumetric light in the upper cave...very nice effect!
And finally, excellent original theme for HLDM, nicely pulled off I would say.
Commented 18 years ago2006-06-05 20:09:42 UTC
in vault item: gsbComment #12131
Excellent first map!
Much Like my first map, your mapping something exactly, and not really a playable map.
I love those intricate double doors, yet they are scaled a little too big.
I can't nitpick this too much since it's obviously your first or second map, but heres a few suggestions:
-Learn how to use textlights. Only use pointlights for effects like flickering. And if you do use pointlights, make sure you build a fixture for them!
-Add more detail like more furniture, chalkboards, molding, toilets, paper towel dispensers, etc. ANYTHING that's there in real life is fair game. I would say be careful not to add too much detail, but nobody ever seems to do that!
-This map is gigantic. If you want to make it a playable de map, modify/shrink the layout to make it so you can run from one end of the map to another in a reasonable amount of time, and it's not too complicated.
Nice first map, and good luck with your future stuff!
Commented 18 years ago2006-06-05 19:24:17 UTC
in vault item: de_magtechComment #12130
Hehe, it's kind of neat to get a new comment after a couple of years. Man, I can't believe it's been that long since I released this, as it seems like only yesterday. Time flies way too fast, and my last years of teenage-hood seem to be out the window. I had started up a cs source version of this map, but quit development a while ago. I came back here to remember the good old days, and I believe I have been inspired to get back to work on the source version.
Wow, even 2006 is already half over... Is it just me or is the increasing shumann resonance of Earth really starting to set in? (jk around)
Kind of a long message, just came back to reminisce with you guys.
Commented 18 years ago2006-06-04 22:06:14 UTC
in vault item: MansionComment #12126
+interest concept with the beginning and pit +/+- slow mo but it didn't trigger right and just got me killed
-lacking in detail (e.g. that room with the single combine) -snipers...cool it a little? -can't see, it is to dark in tunnels/pit area -water wasn't appearing
+/- perhaps a few to many combine ehh? +/- those little round blue electric things that roll after you are annoy since they follow you so long. Gavity gun or a easy place to push them into would help +/- that area with the strider look interesting, how come I couldn't get there? +/- the suprise traps were... suprising and deadly.
(...the zombiesounds with the echo...)
Not providing a decent discription leads to a warning, and eventually lead to deletion of the map when it happend again.
+weapons crates
+Nice architecture, relief, and layout.
-could use more props, detail items--though that mini sloped rock formation looked quite nice!
+Nice enough lighting, (add some fixtures in some the dark rooms though)
-no ambients
I didn't personally get much from the example, but maybe someone else will.
I must say I've never noticed that little transparent elevator texture before--prolly becuase it's so small! I have a couple ideas where I can use that right now, thanks!
Or rather, calm down and ignore such comments, or ask for clarification. Mad comments usually don't do yourself well (for example, your comment about my hallway(s) felt odd, dumb almost, and now it turns out it wasn't based on much at all).
As for clarification, after I asked for it it turned out Orph sees 4 stars as almost-perfect, and that's a stage your map hasn't achieved quite yet. It has good points, but also lacking points.
More people will look at your map if you include a workable BSP.
No excuse for not fixing this, after people have told you .wads are missing.
As if I create all my hallways like that, and as if I've created that many maps...
zeeba-G, Orphs maps have been made years ago. Of course they're HL-ish, in fact, your map is more HL-ish than this particular map. That isn't a bad thing per se. Fire traps and lava ramps are unoriginal? Of course. Everything has been done before in some way or another. That's not the point here, the point is whether they 'work' or not. A fire trap, how cliche it might be, can still provide good fun during play.
Actually, I think this map is ok. It seems to be built with gameplay in mind and it looks like it handles that well. The graphics are fine but feel a bit disjointed.
Besides, I know Cappy, he doesn't copy hallways.
As for the rest of your reply, I'll file it away under "Stupid peoples posts"
you must see your maps before saying bad about another map like that comment you posted in undertime - SORRY - I give 4 stars to this map. and reenable the ratings i will not disturb you more.
(Removed non-English replies)
In CS:S the camera is where the crotch is...
In HL2 I am lead to believe it is in the head area.
Thank you rowleybob, and J.C, you guys actually gave me useful, honest, opinions.
It's good to hear that sombebody like this map.
All the map is scaled too big, because it's my first map, and i didn't know how big is good size.
Also i'm planing to make it hl map no cs, cos this isn't a tactic map.
The map is my last school and i think that break some glass on it with my exclassmates can be fun.
Thank you for advice about lights i'll try it.
I have no time for detail yet, but furniture and so... it will be there for sure.
gl hf
GJ...
But nah 5*
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.
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?
Different ambients for different parts of the map was nice, as well the "deathcry" you hear when you fall off the cliff :)!
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!
I have to go negative on the layout too. I walked around for a long time, with still no really good idea of the place. I would try to simplify it a bit.
I liked the volumetric light in the upper cave...very nice effect!
And finally, excellent original theme for HLDM, nicely pulled off I would say.
Good Work!
nice work with the 'look' of the robot - i can see some time was taken
Much Like my first map, your mapping something
exactly, and not really a playable map.
I love those intricate double doors, yet they are
scaled a little too big.
I can't nitpick this too much since it's obviously
your first or second map, but heres a few suggestions:
-Learn how to use textlights. Only use pointlights for
effects like flickering. And if you do use pointlights,
make sure you build a fixture for them!
-Add more detail like more furniture, chalkboards,
molding, toilets, paper towel dispensers, etc. ANYTHING
that's there in real life is fair game. I would say be
careful not to add too much detail, but nobody ever
seems to do that!
-This map is gigantic. If you want to make it a
playable de map, modify/shrink the layout to make it
so you can run from one end of the map to another in
a reasonable amount of time, and it's not too
complicated.
Nice first map, and good luck with your future stuff!
Wow, even 2006 is already half over... Is it just me or is the increasing shumann resonance of Earth really starting to set in? (jk around)
Kind of a long message, just came back to reminisce with you guys.
I really wanted that train... =]
But i kept getting stuck on the rocks quite often. clip brush some to simplify them.
Overall, a very nice map. 4 stars from meh.
+/+- slow mo but it didn't trigger right and just got me killed
-lacking in detail (e.g. that room with the single combine)
-snipers...cool it a little?
-can't see, it is to dark in tunnels/pit area
-water wasn't appearing
+/- perhaps a few to many combine ehh?
+/- those little round blue electric things that roll after you are annoy since they follow you so long. Gavity gun or a easy place to push them into would help
+/- that area with the strider look interesting, how come I couldn't get there?
+/- the suprise traps were... suprising and deadly.
Thats probably the most insane thing i've ever seen. GREAT work no wonder why you won.
http://ipa.buffalostate.edu/~rowleybob/battlefront_cs.JPG
http://ipa.buffalostate.edu/~rowleybob/battlefront_hl.JPG
What if it starts raining?