Commented 18 years ago2006-05-16 06:01:03 UTC
in vault item: HLywoodComment #11892
I played this a year ago but never had the chance to comment on it.Very creative and it must have took much effort to find those voice files.Its been up on some mod sites, as far as I know.I remember seeing it somewhere.Anyway, a very creative and great work.(nice UFO)
Commented 18 years ago2006-05-15 21:51:49 UTC
in vault item: UndertimeComment #11891
OK, well, I just cheated my way through, and actually found the end to be good.
I loved the nearly-invisible headcrab boss, and it really made up for all the repetetive grunt fights, but not quite enough for me to want to re-rate it. Nice text, too.
Still, it was fun, and showed signs of innovation. God job.
Commented 18 years ago2006-05-15 18:57:52 UTC
in vault item: No_PatienceComment #11890
One thing to change: At the top of the level you can jump and see over. I dont mean into the level, you can see the NULL texture used on top of the brushes. It makes them look like paper walls. I would just texture the tops with the wall so it looks like it has depth.
Commented 18 years ago2006-05-15 15:59:39 UTC
in vault item: No_PatienceComment #11878
I think this a very well put together map. I loved the architexture structure. I only saw one stretched door texture, it didnt look too bad. The lava was a cool idea too.
I really like the texture choice too. Very innovative. Reminds me of a map from Turok: Rage Wars from Nintendo 64
Commented 18 years ago2006-05-15 15:16:59 UTC
in vault item: Vital SignsComment #11876
I liked the map. It has that scary and nostalgic HL1 feeling. Maybe too dark, and you didn't compile it with full VIS, but good anyway. Don't let this map be your last!
Commented 18 years ago2006-05-15 15:16:37 UTC
in vault item: Vital SignsComment #11875
Thanks buddy I have taken those points into consideration for any other maps. I guess their hp where pretty high, and it was a bit uncertain as what to do.
Commented 18 years ago2006-05-15 15:08:27 UTC
in vault item: Vital SignsComment #11874
Neat stuff!
Quite nice Architecture and texturing, and pwn use of decals to really make a room look great--numbers and streed decals looked pwn on those doors at the beginning!
Lighting is a little dark for my taste, but I suppose it's part of the theme.
Gameplay is fun, and not too hard, but a few things I didn't like:
-In the crate room, it was unclear to me that you had to break that meatal grid to go into the floor, and I roamed around in that room for a long time pointlessly tryint to jump on boxes. This illustrates one of the 2 mistakes--well, imo anyway :)--I see for breakables a lot:
1. Their health is set way too high.
2. It's unclear that they're breakable, because of the material they're made out of. I usually try to make breakables out of really "weak-looking" materias, so it's apparent they're so. Also in the third to last room, you have the valves blocked by the same material, but now it isn't breakable--inconsistent!
lso, if the lighting was brighter, or if you put a subtle water ambient sound by there, it also would of been a nice clue .
++The architecture in the second to last room was amazing!
Commented 18 years ago2006-05-15 14:18:32 UTC
in vault item: False_AccretionComment #11871
Nice for such an old map!
Though the map is way too huge and has a somewhat muddled/boring theme, you have some very nice sturctures in there, like: the black hallways that themselves extend into the room--never saw that before!--, and the room with the exposed trusses was quite interesting too. There were other interesting areas, but my memory isn't that good!
Commented 18 years ago2006-05-15 13:40:33 UTC
in vault item: Tesla CoilComment #11866
Red Alert 2 FTW!
Pretty simple stuff, but some nice touches just the same:
+Animated texture looked perfect! +Many-sided cylinders looked nice. +The architecture/texturing was very clean
I realize this is just an example map, but some minuses/suggestions:
-make the room bigger -give your lights sources--something that looks like a light fixture-- -generallydon't use pointlights unless you require blinking, or some other effect.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-05-15 11:36:01 UTC
in vault item: Apex_V2Comment #11861
Really cool map design. Really feels like a HLDM map! I loved how you had each keyboard take you to a cool link~! I really liked how you get the rockets and the gauss cannon! The smooth corners are a nice touch, and the texture choice and placement was perfect. Five Stars Sir!
This comment was made on an article that has been deleted.
Commented 18 years ago2006-05-14 17:28:20 UTC
in vault item: UndertimeComment #11852
Two words: grunt fest.
I see you said it's "a small and difficult map", but that doesn't mean it should be impossible to finish on medium difficulty. I actually couldn't complete it, it was too hard. For future reference, putting 10 grunts and a couple sentrys in a 512x512 box ISN'T a good idea, and it doesn't make it fun, just frusterating.
From what I saw though, the architecture was fairly average, and boxy, too. Nothing really special to see, except maybe in the beginning when you're in that rock-circle thing.
I couldn't make out any story in-game, other than what's in the barely comprehensible description, and it didn't really seem to relate to what was going on, other than that you're infiltrating some kind of base, and traveling through time portals or something.
I don't want to rate this map pack so low, but in the state it is now, I can't even get through it.
Commented 18 years ago2006-05-14 17:09:41 UTC
in vault item: Compo 20 - Locked InComment #11849
I liked this map. Great ambience! Good use of sounds also, I was spooked while making my way through. I really liked the clairvoyant camera work. I liked the sprite/laser circle too. Good work.
Commented 18 years ago2006-05-14 17:00:29 UTC
in vault item: Orb (Compo 20)Comment #11848
++ Superb Destructification ++ Superb Sequences of moving, destructed objects like the truck ++ ORB is awsome!!! ++ Including .rmf--I can't wait to see how you did some of that stuff! ++ Good Story ++ Clean work, with good performance
Commented 18 years ago2006-05-14 13:49:11 UTC
in vault item: Orb (Compo 20)Comment #11846
oh btw: Awsome entity work, there were things in this map.Making me thinking if this was possible at all.A five for creativity, a five for destrufication, a five for the entity work. Good Job!
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
I loved the nearly-invisible headcrab boss, and it really made up for all the repetetive grunt fights, but not quite enough for me to want to re-rate it. Nice text, too.
Still, it was fun, and showed signs of innovation. God job.
But none the less, I'll take that point on board.
Cheers
One Word: Superb!
I really like the texture choice too. Very innovative. Reminds me of a map from Turok: Rage Wars from Nintendo 64
Don't let this map be your last!
I have taken those points into consideration for any other maps. I guess their hp where pretty high, and it was a bit uncertain as what to do.
Quite nice Architecture and texturing, and pwn use of decals to really make a room look great--numbers and streed decals looked pwn on those doors at the beginning!
Lighting is a little dark for my taste, but I suppose it's part of the theme.
Gameplay is fun, and not too hard, but a few things I didn't like:
-In the crate room, it was unclear to me that you had to break that meatal grid to go into the floor, and I roamed around in that room for a long time pointlessly tryint to jump on boxes. This illustrates one of the 2 mistakes--well, imo anyway :)--I see for breakables a lot:
1. Their health is set way too high.
2. It's unclear that they're breakable, because of the material they're made out of. I usually try to make breakables out of really "weak-looking" materias, so it's apparent they're so. Also in the third to last room, you have the valves blocked by the same material, but now it isn't breakable--inconsistent!
lso, if the lighting was brighter, or if you put a subtle water ambient sound by there, it also would of been a nice clue .
++The architecture in the second to last room was amazing!
Very nice work!
A
I'll download and give it a whirl
Though the map is way too huge and has a somewhat muddled/boring theme, you have some very nice sturctures in there, like: the black hallways that themselves extend into the room--never saw that before!--, and the room with the exposed trusses was quite interesting too. There were other interesting areas, but my memory isn't that good!
Nice Work!
Neat layout though, just needs to be bigger imo.
Lots of nice stuff in the map, and I can tell you put some time into it.
Plus, I can say I've never seen anyone render monsters--the headcrabs-- to nealy invisble...what an excellent idea!!!
This map isn't the best imo, but I will look forward to seening new stuff from you, as I like your ambitious style
A funny way to describe a map, but totally untrue...seems like spam to me.
<rowleybob yells in the most masculine voice he can muster: "Mods!">
^_^
Pretty simple stuff, but some nice touches just the same:
+Animated texture looked perfect!
+Many-sided cylinders looked nice.
+The architecture/texturing was very clean
I realize this is just an example map, but some minuses/suggestions:
-make the room bigger
-give your lights sources--something that looks like a light fixture--
-generallydon't use pointlights unless you require blinking, or some other effect.
five
Well on to the map.
Pro's: Good recreation. Matches the map.
Clean texturing, no mismatches, or stretches too obvious
Cons:Blocky, and dull. You could of added more architexture designs to the walls. ITs all too plain.
I give it a 2.5 stars
I thought people were beyond such comments.
Next: A Prism Tower.
I see you said it's "a small and difficult map", but that doesn't mean it should be impossible to finish on medium difficulty. I actually couldn't complete it, it was too hard. For future reference, putting 10 grunts and a couple sentrys in a 512x512 box ISN'T a good idea, and it doesn't make it fun, just frusterating.
From what I saw though, the architecture was fairly average, and boxy, too. Nothing really special to see, except maybe in the beginning when you're in that rock-circle thing.
I couldn't make out any story in-game, other than what's in the barely comprehensible description, and it didn't really seem to relate to what was going on, other than that you're infiltrating some kind of base, and traveling through time portals or something.
I don't want to rate this map pack so low, but in the state it is now, I can't even get through it.
--everything else lol I get teh joke, but it's kinda lame sorry...
++ Superb Sequences of moving, destructed objects like the truck
++ ORB is awsome!!!
++ Including .rmf--I can't wait to see how you did some of that stuff!
++ Good Story
++ Clean work, with good performance
Superb job!