Comments

Commented 18 years ago2006-05-22 21:36:36 UTC in vault item: Mansion Comment #11989
Uh, what?
Commented 18 years ago2006-05-22 18:59:06 UTC in vault item: Mansion Comment #11988
?
Commented 18 years ago2006-05-22 17:20:15 UTC in vault item: dod_town Comment #11987
Also, I would change the name of the map. Kind of generic......
Commented 18 years ago2006-05-22 16:44:34 UTC in vault item: dod_town Comment #11986
Pros: Good architexture on some buildings, average on others.
The church lighting inside was very well done, and looked great.
The planes and 3d skybox was very well done.
The HDR lighting was great too.
Very big, and open for good battles.
I liked the fade in outs in doorways and windows hiding the area
portals for increased FPS.
Very good use of displacements.

Cons: Some buildings were too plain. Some areas were too open.
Texture detail in areas was too plain.


Other: Its a very big map. I can see the work that went into it. I really liked the planes, and the bird flying around.

Good FPS for such a big open map. :)

Well done.
Commented 18 years ago2006-05-22 16:43:20 UTC in vault item: Compo 20 - Interior Comment #11985
that sir, is a PWN cookie.
Commented 18 years ago2006-05-22 10:52:46 UTC in vault item: Subway: The Longest Fall Comment #11984
amen.
Commented 18 years ago2006-05-22 10:52:06 UTC in vault item: Cable Shakes on Blast Comment #11983
im not a Hl2 mapper, but its nice to have some more (good ;) ) hl2 example maps, there aren't enough. keep it up - i can see that this is good stuff :)!
Commented 18 years ago2006-05-22 09:25:55 UTC in vault item: Life's End Comment #11982
God i just love this mod! I just finished it! Story was quite good with only half lifes sentences (and of course, text). Ending got deeper and deeper.. and ended to TOO MUCH SPOILING THING! :D Jesus.. We want more!
Commented 18 years ago2006-05-22 09:08:20 UTC in vault item: Life's End Comment #11981
Thank you all for your comments! Especially Daubster for the review!
You all made good points, and looking back I would have done some stuff differently.....but it was my first mod ;)
Glad you all liked it!
Commented 18 years ago2006-05-22 04:43:10 UTC in vault item: Subway: The Longest Fall Comment #11980
just in cae you havnt figured, i highly doubt anyone will actually bother getting the wad to see the map, you will have to include it.
Commented 18 years ago2006-05-22 03:52:19 UTC in vault item: Scientist Firing a Shotgun Comment #11979
The whole setup isn't as hard as it appears, although it takes quite a lot of time to time it all right.
There is a special scientist shotgun model in the pak (scigun.mdl), it has one animation, that's suited to the scientist holding shotgun animation (like in lambda core).
Although it only has the scientist holding the gun, not shooting.
Nice work, Mr.Yoso :)
Commented 18 years ago2006-05-21 23:56:22 UTC in vault item: Cable Shakes on Blast Comment #11978
You're just full of handy maps. :)
Commented 18 years ago2006-05-21 23:34:36 UTC in vault item: Subway: The Longest Fall Comment #11977
Yes, it seems to be missing some files. When I was working on it I had all kinds of wads. Problem is I no long have HL or that wad. Another case of the missing wads. I guess you could find Wanted and get the wad from that, but other than that I can't help. Sorry for the trouble.
Commented 18 years ago2006-05-21 23:26:38 UTC in vault item: Vital Signs Comment #11976
this map is too dark, you must put some lights on your maps
Commented 18 years ago2006-05-21 22:04:09 UTC in vault item: The Gman Scene Comment #11975
Nice
Commented 18 years ago2006-05-21 15:47:21 UTC in vault item: Subway: The Longest Fall Comment #11974
"WARNING: could not open wanted.wad..."

As your attorney, I would also recommend to not include the config.cfg, as it resets all our precious binds... ;)
Commented 18 years ago2006-05-21 12:50:42 UTC in vault item: Ropes Comment #11973
Take a look at the Example Map vault for Cable Shakes. Hope it helps.
Commented 18 years ago2006-05-21 12:34:26 UTC in vault item: Ropes Comment #11972
The move_rope and keyframe_rope entities need to be shaken to get the cables to move.

Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Commented 18 years ago2006-05-21 12:17:45 UTC in vault item: Ropes Comment #11971
The move_rope and keyframe_rope entities need to be shaken to get the cables to move.

Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Commented 18 years ago2006-05-21 06:58:56 UTC in vault item: Losspower Comment #11970
Cool 1
Commented 18 years ago2006-05-21 05:19:29 UTC in vault item: Gatling Gun Comment #11969
=( It is finished
Commented 18 years ago2006-05-21 03:18:34 UTC in vault item: Losspower Comment #11968
Hay! Thanks guys! :)) Can you rate it a bit more? Only one rating is not enough.. ;( I?ll need voice actors for my map pack, so PM me if you want to help me! All i need is 2 actors.. One for scientists and one for barneys!

Luw you! <3
Commented 18 years ago2006-05-21 02:10:17 UTC in vault item: Losspower Comment #11967
The screenshot looks like some sort of server room or something so i'd say the use of so many computer's is justified. Looks nice, i'll play it tomorrow. :)
Commented 18 years ago2006-05-21 00:57:23 UTC in vault item: Losspower Comment #11966
Oops! Not a newcomer at all.

I just haven't seen him before.
Commented 18 years ago2006-05-21 00:56:31 UTC in vault item: Losspower Comment #11965
Newcomer to TWHL, but definitely not a new mapper.

Welcome.
Commented 18 years ago2006-05-20 22:30:29 UTC in vault item: Life's End Comment #11964
it is a very great mod and why you dont put some new models and sounds on it
Commented 18 years ago2006-05-20 18:02:53 UTC in vault item: Counter-weighted door Comment #11963
Thanks, Rednik. I see you now have the Source SDK. Congrats!
Commented 18 years ago2006-05-20 17:56:17 UTC in vault item: Losspower Comment #11962
Alex: yes he used prefabs, but he had a lot of his own props and detail itmes too!

Very nice stuff!

Just the right length for a mod...not too long or short, and a nice degree of difficutly, but not impossible :).

Excellent use of detail work too. I loved the use of decals, props, and the blocks blowing out from the tripmine....nice!

Excellent Xen stuff!

A little better defined story, scripting, and sequences could make this even better, though you pulled off the Xen "outbreak" theme pretty well.

Nice Work :)
Commented 18 years ago2006-05-20 17:49:46 UTC in vault item: Losspower Comment #11961
Great little map, I enjoyed it a lot.

I have to say, I thought the gameplay was excellent. Monster placement seemed perfect, and there were some things I don't think I've seen before (those Headcrabs jumping out of the vents actually surprised me a little, something headcrabs don't normally do!) Everything was always fast paced, and there was plenty of variety for such a small map.

Your architecture was overall good, and it never felt too blocky at all. I don't think I noticed your overuse of prafabs that much, and at the computer area, I was too busy watching out for the lightning bolt to even care!

You could use improvement in a couple of areas though. I noticed some textures were misused, and sometimes the transition of areas was a little odd..

Still, good map.

Three stars.
Commented 18 years ago2006-05-20 16:36:24 UTC in vault item: dm_poisongarden Comment #11960
This pwns any graffix ive seen in my life. You deserve a medal. :P
Commented 18 years ago2006-05-20 15:51:10 UTC in vault item: Counter-weighted door Comment #11959
Wow! Very good work man!
Commented 18 years ago2006-05-20 15:49:16 UTC in vault item: Losspower Comment #11958
yes!! any1 can place loads of identical prefabs in a map, it shows no skill - use them if you must to a certain extent, but atleasts change the textures, or design... although it looks like they are sort of breakable, which seems good. but dont take anything I say to heart, i aint' played it yet, so...
Commented 18 years ago2006-05-20 15:41:13 UTC in vault item: Losspower Comment #11957
Sorry about double post :( Its deleted now.. Maybe overusing, but is it bad?
Commented 18 years ago2006-05-20 15:26:00 UTC in vault item: Losspower Comment #11956
Dude, you post two maps in a row with different titles, but the discription on both is pretty much identical. Whats going on?

Also, add a screenshot for your other map.
Commented 18 years ago2006-05-20 15:25:22 UTC in vault item: Losspower Comment #11955
will try 2moro, but from looks, overuse of computer prefabs! :)
Commented 18 years ago2006-05-20 12:45:01 UTC in vault item: Gatling Gun Comment #11954
Moved to "Unfinished", because it doesn't demonstrate anything in particular.
Commented 18 years ago2006-05-20 12:30:23 UTC in vault item: Slomo/Filter Example Comment #11953
Holy shit. That was amazing!
Commented 18 years ago2006-05-20 07:34:11 UTC in vault item: Vital Signs Comment #11952
Wasn't implying anything. This site has made you paranoid.
No sarcasm or humor intended.
Commented 18 years ago2006-05-20 07:28:22 UTC in vault item: Vital Signs Comment #11951
I am a member on Snarkpit if that is what you where implying,
But I might submit maps in the future now I know where to. ;D
Commented 18 years ago2006-05-20 07:24:55 UTC in vault item: Vital Signs Comment #11950
Does when you consider that you need to be a member to submit anything. Doesn't really matter if it makes sense. Now you know where to look and knowing is half the battle.
Commented 18 years ago2006-05-20 07:22:22 UTC in vault item: Vital Signs Comment #11949
Ah, I see now. Hmm, doesn't really seem that logical to not have a submit map function within the map area ;D
Commented 18 years ago2006-05-20 06:59:45 UTC in vault item: Vital Signs Comment #11948
Everything you need to know about submitting anything is contained within your "CONTROL PANEL"

The site has been fine tuned so much that is appears complicated until you see the simplicity. Everything you have the power to control is in your control panel.

As far as feedback goes, Snarkpit will push you to your limits. If it is within you to succeed, you will. If not...
Commented 18 years ago2006-05-20 06:41:49 UTC in vault item: Vital Signs Comment #11947
Fair comments.
I have been trying to get as many comments as possible, and pretty much all of them have been about lighting, so I shall try to make future maps lighter.

And I was going to submit my map on Snarkpit, but I found it to be slightly uhh..unweildy. I couldn't find anywhere to submit a map. I went to the maps page, where it would be logically, but I couldn't find anything. But I am not really bothered now, I might try and submit my next map there though.
Commented 18 years ago2006-05-20 06:35:50 UTC in vault item: Vital Signs Comment #11946
You misunderstand. I know that people spam. You need to know that I do not. I don't even rate a map unless I look at it personally. If you fear spamming, take that up with the site admin. If they are worth a shit they'll rectify the situation satisfactorily.

What could you do? I dunno what you did, or didn't do while making this one so how can I possibly answer?

My only bit of advice is get as much feedback as you can stomach. If this site doesn't give you what you need seek it elsewhere too.
Commented 18 years ago2006-05-20 06:27:49 UTC in vault item: Vital Signs Comment #11945
Thanks Masta Killa. I will make future maps brighter.

And Orpheus, I am not completely sure what you mean...But in the past I have seen many great maps being spammed 1 star becuase a person doesn't like them.

If you look in the vault at some maps, you'll see 2 downloads and fifteen 1 star ratings. That is why I disabled the rating.

But Orpheus, what could I improve in this or future maps to make it say..a 3 star, or even a 4 star map then?
Commented 18 years ago2006-05-19 20:46:09 UTC in vault item: Vital Signs Comment #11944
Kid, if anything I am brutally honest. If you felt that I would spam you for some reason, well thats something you'll have to get over.

I do not rate people by feelings. I rate them by their achievements.
To be honest, without a 10/10 rating system, its truly difficult to give an honest opinion because it only leaves 3 numbers you can really use.

very few maps are truly 1's, and there can never really be a 5 because that signifies perfectly made so we are left with 2,3 and 4. :(

Anyways, get to know me.. You'll be surprised methinks.

I suspect that you got spammed by your attitude, more than anything else but, I don't care about attitudes.
Commented 18 years ago2006-05-19 19:58:16 UTC in vault item: Vital Signs Comment #11943
Not bad, but now seriously. What kind of monitor do you have? I needed to pull up gamma to 1.5 to even see something! Till that point I only saw a few glowing colors, nothing else. The map itself is good, but please, add some lights next time!
Commented 18 years ago2006-05-19 17:34:32 UTC in vault item: Mansion Comment #11942
Yeah...lag....people just relate the two because they are so similar, when you lag your game slows down...when your fps drops below 15 your game slows down :)

After I closed music and hammer it ran fine :)
Commented 18 years ago2006-05-19 17:07:07 UTC in vault item: Life's End Comment #11941
Superb work!

I didn't play the whole thing, but it looked quite amazing to me!

Little things like the gametext poping up when you read the memo, nice detail and props, really were the icing on the cake for this for me. The rooms you could look into but not access were nice, and had some cool things too like the female HEV, and lots of other stuff I probably have forgotten. NCC-1701 PROP FTW!

Interesting, different rooms/areas, sprinkled with ones we're familiar with--excellent! the architecture wasn't overly exquisite in most areas, but you pulled off the theme perfectly, and with some originality! Bravo!

Gameplay was fun and not too hard. Great scripting throughout.

Superb work!
Commented 18 years ago2006-05-19 16:39:51 UTC in vault item: Scientist Firing a Shotgun Comment #11940
Very nice work!

I still don't understand exactly how it works--me scripting and MM n00b--, but I can appreciate the finished product :P