Comments

Commented 18 years ago2006-05-29 18:53:05 UTC in vault item: de_lab-tower Comment #12053
It would be nice if you make this a lot bigger than usual.
Commented 18 years ago2006-05-29 18:42:59 UTC in vault item: Orb (Compo 20) Comment #12052
This gets my "t3h awesom3st thing evar" award. Amazing.
Commented 18 years ago2006-05-29 18:06:27 UTC in vault item: Divine Time-Slip Comment #12051
This looks awesome, but I think I'm going to wait for the update. ;)
Commented 18 years ago2006-05-29 17:33:29 UTC in vault item: An evening walk on a roof Comment #12050
How can you even play this? It tells it's missing sotos.wad.
Commented 18 years ago2006-05-29 17:02:24 UTC in vault item: An evening walk on a roof Comment #12049
oops
Commented 18 years ago2006-05-29 17:02:09 UTC in vault item: An evening walk on a roof Comment #12048
so this could be more of an example map?

hmmm.... rating? well, errr... yeah. cough

a little out of proportion in plac... well, everywhere, SERIOUSLY!!!

oversized textures, but combinations of textures.

although, at least the entities worked, but seriously, this should be moved to the example map vault.

<<NO RATING>>

I advise that this is moved and ratings disabled
Commented 18 years ago2006-05-29 11:25:41 UTC in vault item: Divine Time-Slip Comment #12046
bigtree.mdl not found. There were no models in the zip, none so pls include all (if there are more) and reupload, thx.
Commented 18 years ago2006-05-29 11:22:47 UTC in vault item: Orb (Compo 20) Comment #12045
Unbelievably awesome. Get it now.
Commented 18 years ago2006-05-29 11:20:50 UTC in vault item: Train Problems Comment #12044
Well it's a good map better than mine (new1) but I am a begginer. BUT I know something that nobody knows, I know how to use something else spimpler than multisources and multi_managers
Commented 18 years ago2006-05-29 10:02:03 UTC in vault item: HL1 Engine Is Not Old Comment #12043
Not bad, certainl an improvement since you're previous maps. The brushwork is quite nice, however, you should work more on the texturing. In some places, where two textures intersect, looks the map too unreal. Some textures-like that wall outside-are quite boring. I think you should work on these things, and you could make real good maps!

**bocsesz, hogy nem magyarul irtam, csak igy legalabb a tobbiek is el tudjak olvasni:P **
Commented 18 years ago2006-05-29 09:40:13 UTC in vault item: De_Splinter Comment #12042
It isn't his 'first' Source map either...
I played it with him and you have a point...I forgot to suggest he needs a 3D skybox and I told him those mountains looked odd however he likes them like that so...

The detail is pretty good but not gob-smacking.

Anyway 4/5 because it does play well, detail is average but I don't see anything inside it that stands out.
Commented 18 years ago2006-05-29 09:09:38 UTC in vault item: Dm_furnace Comment #12041
Also, that picture doesn't do it justice.
Commented 18 years ago2006-05-29 09:09:13 UTC in vault item: Dm_furnace Comment #12040
Very Nice! Very well put together and I love the 3D skybox. ONE thing was wrong though. Up by where you get the cross bow, on the ledge, you can jump to the left and get out of the map. I guess you forgot to put a player clip there. Also you could of added water to your 3D skybox in the spot infront where there is just nothing. Other than that Nice Job man!
Commented 18 years ago2006-05-29 08:46:47 UTC in vault item: Gatling Gun Comment #12039
loox great so when is it available for input into other maps? (sorry very new to map editing if it is able for use could someone help me out.. think it would make a nifty trap... i will submit my 1st map hopefully soon

GUN LOOX AWESOME
Commented 18 years ago2006-05-29 08:07:10 UTC in vault item: Dm_furnace Comment #12038
It is fixed when i copid the url i accedently put pasted another http://
Commented 18 years ago2006-05-29 07:39:47 UTC in vault item: Dm_furnace Comment #12037
The requested URL //files.filefront.com/dm_furnace_updatezip/;5088632;;/fileinfo.html was not found on this server.
Commented 18 years ago2006-05-29 07:39:32 UTC in vault item: Dm_furnace Comment #12036
dang metaphorical furnaces :)

i'll download and give it a spin
Commented 18 years ago2006-05-28 19:29:07 UTC in vault item: CCTV For Half-Life Comment #12035
well, I meant to also include a sound effect, but that went through the window, and i didn't bother changing it back from mod-format. also, I forgot!
Commented 18 years ago2006-05-28 14:44:36 UTC in vault item: CCTV For Half-Life Comment #12034
Did you made a mod folder just becuase you used a custom wad file? Never heard of wadinclude before?

Otherwise, nice!
Commented 18 years ago2006-05-28 11:18:58 UTC in vault item: De_Splinter Comment #12033
Pretty good. A few things bugged me though.

The displacements outside looked like they weren't aligned right, or something. You could see the lines where the different displacements start.(Talking about the snow ground outside.) Also the outside could have used a 3D skybox or some sort of scenery over the mountains, to give a scence of reality, rather than just stop abruptly. I don't know if there is a blend snow texture, but it there is you should of used it on the mountains instead of the one you have now.

The inside architecture was alright. You could of used more diverse textures on the walls to give another scence of reality; or at least some decals/overlays.

I liked the detail you put in the inside like the env_sprites on the lights. It seemed like you put more detail on the inside of the map more than the outside though.

All in all it is a good map. Extraordinary for a first map. (Although you mapped on the HL 1 engine prior) Good job!
Commented 18 years ago2006-05-28 09:37:19 UTC in vault item: HL1 Engine Is Not Old Comment #12032
Agreed. Outside the gate, build the area outside of it, so when the player looks out, it looks real. Sort of like you did with the burning desk and the hallway--The player couldn't access that area, but you built it so it would look real.

Beautiful destructification! You should have entered compo 20 :) Broken stuff and holes are always a plus. Next time add some decal scorch marks and a "die freeman" for good measure :P!

Nice sounds and clean brushwork.

The biggest problem I have with this map is how tiny/tight it is. The corridors inside of the building are impossibly small for a dm match, and you can run around the entire thing in under 30 seconds.

Weapon placement isn't the greatest or most interesting either. Usually you have the "weak" weapons are easily findable, while good ones like the Egon gun are hidden.

Play some good dm maps, and highlight in your mind what you like and don't like about them, and apply to your map :P
Commented 18 years ago2006-05-28 08:11:44 UTC in vault item: HL1 Engine Is Not Old Comment #12031
REALLY small map. But it is pretty good. I like the destroyed walls. Only one thing bothered me though. Where that gate is outside. There is no scenery to make it look like you are in a real place. You know what I mean? Like the road just stops and cuts off behind the gate. Make the road turning around the corner so you can't see outside the map, make like buildings on the road, anything but making it just stop abruptly. Everything else was good though.
Commented 18 years ago2006-05-27 20:10:07 UTC in vault item: cs_the_underground Comment #12030
I did not read the above comments, but I'm sure there is lots of good advice in them... and I would advise you to consider them seriously :)

My biggest pet peeves with this map are the gigantic/confusing layout, bland as hell texturing, and the utter lack of detail.

That said, I like the "feeling" this map gives me. I kept desperately trying to find a way out to see the sky, unsuccessfully. Even thouhg the ceilings and size of the rooms were pretty big, I still felt trapped, which is good for an undergound theme maybe.

Architecture is not the most interesting, but it's clean, and some potentially interesting stuff like the window that curves with the stairway--neat idea, even if it didn't turn out so well imo.

All and all, superb work for a first map!
Nice job :) !
Commented 18 years ago2006-05-27 19:18:57 UTC in vault item: Cable Shakes on Blast Comment #12029
You're welcome!
Commented 18 years ago2006-05-27 19:07:34 UTC in vault item: Cable Shakes on Blast Comment #12028
BJ - thank you! :)
Commented 18 years ago2006-05-27 17:35:28 UTC in vault item: Building Jump (for The Specialists) Comment #12027
Played this map online a long time ago, wasnt to bad compared to other maps around but it really missed a certain ambiance, it would have been better if you wouldnt be able to walk on the ground, more or less making it the same as in ts_lobby, it would give people a better motivation to look where they are going before making some insane jump.
Commented 18 years ago2006-05-26 21:20:20 UTC in vault item: dod_town Comment #12025
Good god man, why PNG's. Everyone knows that they artificially inflate images. :(

sighs
Thanx anyway. Its my problem, not yours. I did look at the 1st link but they are just to massive to be worth dedicating an hour to.
Commented 18 years ago2006-05-26 13:27:15 UTC in vault item: Airboat: Sewers Comment #12024
Not a bad rating for one of my earlier maps.
Commented 18 years ago2006-05-26 13:26:08 UTC in vault item: Subway: The Longest Fall Comment #12023
Yeah, I'll move it to the unfinished section for now.
Commented 18 years ago2006-05-26 08:51:09 UTC in vault item: Subway: The Longest Fall Comment #12022
TY :P

If your not going to fix it, move to unfinished please.

I'M THE JUGGERNAUT, BITCH ^_^!
Commented 18 years ago2006-05-26 07:09:42 UTC in vault item: surf_water-run2 Comment #12016
hi i can get into the secret room..but i dont find the awp..i see some signs on the walls..and i see a crack..i shot on it jump on it press e on it..but i dont find the awp..btw map is pretty cool..my best time 44.97 sec(easy part) and 55 sec i think with pro part
Commented 18 years ago2006-05-26 04:31:51 UTC in vault item: Airboat: Sewers Comment #12015
I tried it a bit.. Looked nice for first map, but needs more light for start. FPS was killed too in that big hall.. Smaller places, more light and scripted action is todays words! :)

Keep on mapping and reading tutorials :)
Commented 18 years ago2006-05-25 21:14:36 UTC in vault item: dod_town Comment #12013
Yeah here are some pics.

Long list of dead Tinypics links removed

Yes they are the same screens from that movie I made, but at least you don't have to download the movie to see them.
Commented 18 years ago2006-05-25 20:06:22 UTC in vault item: surf_tutorial_eng Comment #12012
He he
Commented 18 years ago2006-05-25 09:45:37 UTC in vault item: cs_the_underground Comment #12011
I forgot to say that over using only depends on the area. Some places may have stacks of crates. But never depend on crates as the only detail.
Commented 18 years ago2006-05-25 09:43:27 UTC in vault item: cs_the_underground Comment #12010
"1 - Don't overuse crates, they look redundant. In fact, if you can help it, don't use any."

You can use crates but don't over use them. A few crates in a storage room or in a warehouse are a very nice addition but not if they are alone. Add other kinds of detail too.

Try to give any kind of light a source, sourceless lights look weird.

Avoid using long and repititive surfeces. Try using more textures and add some trims to walls.

I can't give any other suggestions for I didn't play the map. I don't have CS.
Commented 18 years ago2006-05-25 06:30:39 UTC in vault item: Cable Shakes on Blast Comment #12009
That's a smart solution!
Nice one BJ
Commented 18 years ago2006-05-25 05:12:55 UTC in vault item: cs_the_underground Comment #12008
Good points you made there, Seventh, but I noticed that some of the lights used texture lighting and others used point lighting. Very strange, and there's no reason not to use all texture lights.
Commented 18 years ago2006-05-25 05:04:48 UTC in vault item: cs_the_underground Comment #12007
Instead of flaming you for all the n00bish stuff you did, I'll just list off some simple "suggestions".

1 - Don't overuse crates, they look redundant. In fact, if you can help it, don't use any.

2 - Even if you don't have the inspiration or skills to make awesome architecture, making anything but a box room will go a log way towards making the map feel better.

3 - Don't put 4 hostages into a room the size of a closet.

4 - Make sure your light is coming from somewhere. Having hallways that are lit up by little bright spots doesn't look too good at all.

5 - Tone down the lighting a bit. Some places looked like they were nearly fullbright.

6 - Use more textures. If you aren't sure about what to use while building the foundation, you could go back after you're done with all your main brushwork and put in more variety.

That's all I could think of at the moment. I would like to say, though, that it isn't all bad. Rooms like that one that had a walkway and support pillers really stand out from all the rest. you usually just need to go through afterwards and try adding details like that to the rooms, and it'll look more interesting.

I also noticed you used quite a few ramps and stairs. This can add diversity and a vertical aspect to a map, if used correctly.

This certainly isn't the worst first map I've ever seen, and it's a lot better than mine was. keep at it, and you could be making fairly good maps in no time.
Commented 18 years ago2006-05-25 04:46:35 UTC in vault item: cs_the_underground Comment #12006
Aaaah, I didn't notice this was unfinished before I played it, heh. I was going to criticise the bare empty rooms and very, very plain texturing in some places, but you clearly already know.

Makes a lot more sense now; I thought it seemed like an empty mock-up of a layout.

Well, I'll post the comments I jotted down anyway.

- Many rooms very very plain, corridors too.

- Point lighting.

+ Generally kept textures in proportion (a common source of newbie errors).

- Crates. Really, use something different.

- Scale: some corridors seemed alarmingly large, then others excruciatingly narrow. It makes no sense.

+ Good layout.

+ Parts of the map were clearly recognisable, aiding quick learning of the map (probably the easiest-to-learn CS map I've ever played).

- Textures on a few sides of dividers, walls, stuff like that, had clearly been scaled "to fit". Can result in compiling errors in many cases, and looks nasty.

- Inexplicable cover: why were there weird little walls in corners sometimes with windows in? Again, makes very little sense.

- Some very thin walls where you can see the sides.

So overall, good for an unfinished first map. The hostage room brought back memories of my first CS map, heh heh.
Commented 18 years ago2006-05-25 03:36:58 UTC in vault item: cs_the_underground Comment #12004
http://img45.imageshack.us/img45/4718/error2uu.jpg

It looks like you browsed for a model...

fixed
Commented 18 years ago2006-05-24 21:02:06 UTC in vault item: Subway: The Longest Fall Comment #12003
Something special just for rowleybob:
http://www.verzend.be/v/7047320/corneria.mid.html

Sit back and enjoy some old school midi gaming goodness because you need it.
Commented 18 years ago2006-05-24 20:55:20 UTC in vault item: Subway: The Longest Fall Comment #12002
I hosted the RMF here:
http://www.verzend.be/v/4445216/subway.rmf.html

If someone wants to recompile and this time include the wads be my guest. Just pm were you host the bsp.

That said I don't think I ran into WARNING: could not open wanted.wad error very often at all when running maps from TWHL. I don't know about other people, but I had a huge selection of wads for mapping usage and this is a mapping site. Beside the wanted wad has a nice selection of wood texture even if they're a little low res so if you need some wood textures the wanted wad is an option.
Commented 18 years ago2006-05-24 03:48:01 UTC in vault item: Gyradell Comment #11996
Very Neat Stuff!

I love the ambience achieved with the sounds, sprites, and the lighting, and of course the distinctive Rimrook texturing.

Nice detail items like pipes, the capacitor-looking thingies, spaceship!, running lights for the landing bay, decorative "patio" lights, and of course the nice arches, arched halleays, floor openings, etc.

Even though you can tell by some of the blocky architecture that this is one of your earlier works, it's still an excellent map.

I was also mystified how you included a "crosshairs" for the func_tank...very very cool :)

Very Nice work!
Commented 18 years ago2006-05-24 01:44:15 UTC in vault item: Subway: The Longest Fall Comment #11995
No Elon.

The truth is, people forget wads all the time...and that's acceptable.

If you're telling me it's impossible for this guy to find someone who has the wads--opfor, wanted, specialists--, and to recompile it in a usable form, I'm sorry, I just don't buy it.

The truth is, knowing something is fucked up, and doing nothing about it is bs, period.
Commented 18 years ago2006-05-23 23:06:59 UTC in vault item: dod_town Comment #11994
Shouldn't tell anyone he is related, unless you aren't worried about being accused of nepotism.

As for the map, I suppose I should break down and buy DOD, I have seen some quality screens for it of late.

You wouldn't have any other screens of this map handy? Preferably, 56k friendly ones. I would like to see more.
Commented 18 years ago2006-05-23 17:54:31 UTC in vault item: Subway: The Longest Fall Comment #11993
He said he lost it. I think if you'll just make an empty wanted.wad it will work just fine... welll maybe with a few black/pink checker textures.
Commented 18 years ago2006-05-23 10:09:02 UTC in vault item: dod_town Comment #11992
Well Exos is my brother. No need to dl a map already on my computer.
Commented 18 years ago2006-05-23 05:17:57 UTC in vault item: dod_town Comment #11991
Haha - magic ;D

Looked good in the video but since I don't play DoD that much I won't test it...Looks good in the pictures anyway.
Commented 18 years ago2006-05-23 02:19:42 UTC in vault item: dod_town Comment #11990
0 downloads, and it's been rated and played, huh.. magic :x