Commented 18 years ago2006-05-13 10:14:17 UTC
in vault item: Earthquake [compo 20]Comment #11823
Hmm. Now i think of it, zeditor.wad usualy came with an older version of ZHLT. This wad only contains some texture like NULL, CLIP, SKIP, HINT and such. It does not contain any real texture. If you have zhlt.wad, and rename it to zeditor.wad you probably can run the map.
Commented 18 years ago2006-05-13 04:51:32 UTC
in vault item: xdm_crossfireComment #11818
I would comment on the map, but since its a modification and I don't know the original, I ignore which things you have changed. There are some visibility problems in the area with the two towers. When you're on top of them, you can see the inside of the bunker from there.
Commented 18 years ago2006-05-12 21:54:50 UTC
in vault item: Test of DestructionComment #11817
haha, lol, Yep, owe that one to Muzzleflash, I sent him the entry to be hosted on his server, he then seen the cfg file, and asked my permission to remove it.. so yep.. **Passes the 1000 Points to Muzzleflash
Thanks for the great review Rowly, I appreciate it.
Commented 18 years ago2006-05-12 16:45:07 UTC
in vault item: Compo 20 - Locked InComment #11813
++Superb cutscent/clairvoyant concept, and superbly implemented! Kudos/points for origniality :P!
++Excellent use of sprites/lighting to achieve beautiful vistas. Very subtle, beautiful work.
++Great ambience.
++Great Destructification where you could find it. Besides some of the vistas like the steam/fire venting, the fire door looked great too. The sprite/lighting by the skeleton at the end looked amazing too!
Other debris and destruction you had was also nice, you just needed more imo.
Commented 18 years ago2006-05-12 15:40:06 UTC
in vault item: Compo 20 - Poor KaspergComment #11810
++Glad you found the leak ^_^!
++Minimod format!!
--don't include config.cfg, as it buggers the binds. If there is some other important reason for keeping this in the minimod format, please "fix" my ignorance
++I love the extent of the the detail work at the windows...superb!
++Ambience/lighing! Loved the shakes and explosions/gunfire as well.
++Ending! funny and good.
++Nice smash texturing on the truck!
--the only possible minus I can think of is to add more detail in places, or "refine" the detail you already have--more advanced brushwork, more decals, different texture choices, etc.
Commented 18 years ago2006-05-12 14:34:56 UTC
in vault item: Compo 20 -noname- finalComment #11808
Thank you All for your comments and suggestions ^_^ !
I agree with all of the constructive critiques, though I don't think I'd make any more changes, even if I've had an additional week! I'm just really tired of this project right now
I did however submit one more entry that addressed or tried to address these issues:
-Water by the processing sign--Dauby!: I extended the brush to the bottom of the deepest part, but when you walk/swim down there, there's still no visible water...oh well, I tried!
-Water color--Dauby!: I changed the water flowing from the pipe to to color of the flooded area, and it looks much better imo...thanks!
-"floatables"--capt !: I tried to adjust them so they weren't so annoying and thought about removing them completely...but the room looked to plain imo without them, so they're still there.
-Submodel bounding boxes--Capt P!: I tried various methods to make them passable, but with no success So, I tried to keep them mostly out of the path of the player to minimize stuck points.
-HEV suit--ZL!: Yeah, you can tell I don't make SP maps often, a big mistake that I will not repeat on the next one!
Commented 18 years ago2006-05-12 13:36:36 UTC
in vault item: Compo 20 - Locked InComment #11801
I liked it. The atmosphere was nice and the camera effects were superb, combined with the quick fades and sounds it looked amazing. The exploding generator-thingies were a good addition, aswell.
I loved the hung scientist, heh.
But, it really does deviate from the competition goal - nothing was destructified. I'm going to rate it as a standalone map, having nothing to do with the competition.
One thing you could change would be the lighting - it was very contrasty, made it hard to see some places, IE one spot was completely black and the area next to it flooded with light. 3 stars. Nice work.
Commented 18 years ago2006-05-12 12:50:43 UTC
in vault item: Compo 20 - Poor KaspergComment #11799
Destructification was very well done in this map.Actually, I wouldnt even feel the destructification right if there werent those war ambiences.Good job!
Commented 18 years ago2006-05-12 12:39:07 UTC
in vault item: Compo 20 - InteriorComment #11798
Amazing. The stuff I liked:
-Texturing. I bet, that it took ages to retexture the map. Although I can say, that it was worth it. From the wall textures to the computers - it all looked awesome.
-Story. One of the biggest cons in this map. You've actually managed to make up with a normal and interesting story for a 5-minute map! I really liked the message system and the whole story. Great job.
-Extra things. I really liked the extra stuff, like the portals and burning computers, they added alot to realism.
-Ambience. It all sounded just right. The sirens and computer sounds were all great.
Things, that need more work:
-Gameplay. Since the map had monsters to shoot - I'll rate the gameplay too. It wasn't too great, actually. Just a few monsters teleporting in and that's all. There wasn't much of a puzzle too. Although that's not very important, since gameplay wasn't a requirement.
-Destructification. Like Hunter said - there wasn't enough architectural damage. A few broken pillars (even if they're interactive) and explosions aren't really enough. Still - I liked the realistic falling pillars and exploding equipment. The shakes were also a good touch.
Overall - a very good map with a very nice story, great looks and a nice ending. It all looked very clean and interesting. 5* - no doubt.
Commented 18 years ago2006-05-12 12:19:13 UTC
in vault item: Compo 20 - Poor KaspergComment #11795
Another great entry. Things I liked:
-Destructification. Total carnage. From the huge damage to the ceiling and the walls to the damage to the pipes and other structures. It was all VERY realistic. I really liked the debris everywhere, that added a whole lot to realism. However - the holes in the ceiling were just.. holes. No metal fittings or support beams sticking out, like in Rowley's map. They would have added a lot to realism. I also liked the random shakes & sounds. The explosions and falling stuff was a nice touch too. Great work.
-Lighting. The reddish-greenish lighting added alot to the atmosphere. I really liked that. The blinking emergency lights were a nice addition too.
-Ambience. From the distant explosion sounds to the sirens and other stuff - it was all very post-disaster-emergency-ish. Again - it added quite alot to the atmosphere..
-Destroyed truck textures. They pwned. ^^
The stuff, that needs more work:
-The ending. I didn't like the map ending so soon. I barely managed to look around the area, where barney gets squished. Maybe there was some glitch there you wanted us not to see?
Overall - probably the most destructified entry. I didin't find any major glitches, so good work.
Commented 18 years ago2006-05-12 12:02:03 UTC
in vault item: Compo 20 - Locked InComment #11791
haha, awsome.. I liked the way you coordinated this entry.. plus with my key-binding to always walk, I slowly walfked through it, and it was great.. Loved the camera effects...
Commented 18 years ago2006-05-12 12:00:03 UTC
in vault item: Compo 20 - Locked InComment #11790
This has some REALLY cool effects.. Really, really well made effects. Very FEAR-esque. But the aim of the compo was to have a post-disaster version of the base map, and lack of noticable destructification really ruins it for me...
I wont rate because i'm not sure what i thought... Effects were awsome...
But it was just like you'd made effects and stuck them in Kasperg's map.
--scarce ambients except the dripping sound, which was repeatative quickly
--Lighting was fine, but a bit tame, and no sources for them as Muzz said.
--needed some more interesting detail/destruction imo.
the rocks could do with a bit of displacement....
I liked the roof.... good for surfing on... try it
Muzz was right pheeew
Couldn't open zeditor.wad.
Clumsy, mate. Remove wads before you compile.
There are some visibility problems in the area with the two towers. When you're on top of them, you can see the inside of the bunker from there.
**Passes the 1000 Points to Muzzleflash
Thanks for the great review Rowly, I appreciate it.
++Excellent use of sprites/lighting to achieve beautiful vistas. Very subtle, beautiful work.
++Great ambience.
++Great Destructification where you could find it. Besides some of the vistas like the steam/fire venting, the fire door looked great too. The sprite/lighting by the skeleton at the end looked amazing too!
Other debris and destruction you had was also nice, you just needed more imo.
Excellent work!
++Minimod format!!(no config.cfg file FTW, +1000 points)
++Superb retextuing/ambience/enviroment/lighting, like Zombie's actually!
++I like how when you fall in the whole you automatically spawn to the beginning...teleport?
++Exquisite Volumetric light at the end!
?? did I hear Kitty-Cat purring by the second to last headcrb, or am I going crazy?!
Anyway kudos to you if you added the kitty sounds ^_^!
+/-Triggers/scripting pretty good, but tame imo...I shouldn't talk, the gameplay in my entry was almost nonexistant!
Excellent work!
++Minimod format!!(no config.cfg file FTW, +1000 points)
??What is the batch file...for WON users??
++Holy Jesus, nice custom splash!
++Nice game text, and accompanying sounds--really cool
++Superb retextuing/ambience/enviroment/lighting!
++Nice triggers, and scripting.
++fun gameplay and breathtaking visuals, and story!
--Can't really think of any, sorry :P!
You can tell a lot of work/time/thought went into this.
Superb work!
++Minimod format!!
--don't include config.cfg, as it buggers the binds. If there is some other important reason for keeping this in the minimod format, please "fix" my ignorance
++I love the extent of the the detail work at the windows...superb!
++Ambience/lighing! Loved the shakes and explosions/gunfire as well.
++Ending! funny and good.
++Nice smash texturing on the truck!
--the only possible minus I can think of is to add more detail in places, or "refine" the detail you already have--more advanced brushwork, more decals, different texture choices, etc.
Great job!
I agree with all of the constructive critiques, though I don't think I'd make any more changes, even if I've had an additional week! I'm just really tired of this project right now
I did however submit one more entry that addressed or tried to address these issues:
-Water by the processing sign--Dauby!: I extended the brush to the bottom of the deepest part, but when you walk/swim down there, there's still no visible water...oh well, I tried!
-Water color--Dauby!: I changed the water flowing from the pipe to to color of the flooded area, and it looks much better imo...thanks!
-"floatables"--capt !: I tried to adjust them so they weren't so annoying and thought about removing them completely...but the room looked to plain imo without them, so they're still there.
-Submodel bounding boxes--Capt P!: I tried various methods to make them passable, but with no success So, I tried to keep them mostly out of the path of the player to minimize stuck points.
-HEV suit--ZL!: Yeah, you can tell I don't make SP maps often, a big mistake that I will not repeat on the next one!
Good luck to everybody!
Creeeepy...
Great map rowley.
Help?
Anyway, the IP isn't the G-mans... it does point to someone though. A cookie to the one who finds out who .
I loved the hung scientist, heh.
But, it really does deviate from the competition goal - nothing was destructified. I'm going to rate it as a standalone map, having nothing to do with the competition.
One thing you could change would be the lighting - it was very contrasty, made it hard to see some places, IE one spot was completely black and the area next to it flooded with light.
3 stars. Nice work.
The stuff I liked:
-Texturing. I bet, that it took ages to retexture the map. Although I can say, that it was worth it. From the wall textures to the computers - it all looked awesome.
-Story. One of the biggest cons in this map. You've actually managed to make up with a normal and interesting story for a 5-minute map! I really liked the message system and the whole story. Great job.
-Extra things. I really liked the extra stuff, like the portals and burning computers, they added alot to realism.
-Ambience. It all sounded just right. The sirens and computer sounds were all great.
Things, that need more work:
-Gameplay. Since the map had monsters to shoot - I'll rate the gameplay too. It wasn't too great, actually. Just a few monsters teleporting in and that's all. There wasn't much of a puzzle too. Although that's not very important, since gameplay wasn't a requirement.
-Destructification. Like Hunter said - there wasn't enough architectural damage. A few broken pillars (even if they're interactive) and explosions aren't really enough. Still - I liked the realistic falling pillars and exploding equipment. The shakes were also a good touch.
Overall - a very good map with a very nice story, great looks and a nice ending. It all looked very clean and interesting. 5* - no doubt.
I mostly went for detail, not action.. so I got what I was aiming for.. 8^b
Things I liked:
-Destructification. Total carnage. From the huge damage to the ceiling and the walls to the damage to the pipes and other structures. It was all VERY realistic. I really liked the debris everywhere, that added a whole lot to realism. However - the holes in the ceiling were just.. holes. No metal fittings or support beams sticking out, like in Rowley's map. They would have added a lot to realism. I also liked the random shakes & sounds. The explosions and falling stuff was a nice touch too. Great work.
-Lighting. The reddish-greenish lighting added alot to the atmosphere. I really liked that. The blinking emergency lights were a nice addition too.
-Ambience. From the distant explosion sounds to the sirens and other stuff - it was all very post-disaster-emergency-ish. Again - it added quite alot to the atmosphere..
-Destroyed truck textures. They pwned. ^^
The stuff, that needs more work:
-The ending. I didn't like the map ending so soon. I barely managed to look around the area, where barney gets squished. Maybe there was some glitch there you wanted us not to see?
Overall - probably the most destructified entry. I didin't find any major glitches, so good work.
I actually planned to have a whole escape sequence after "Barniss" dies, but ran out of time due to my leak.
umm, there was some clipping issues for me.. but in all and all, it was alright.
I wont rate because i'm not sure what i thought... Effects were awsome...
But it was just like you'd made effects and stuck them in Kasperg's map.
Hard to explain how i feel about this