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.
Commented 18 years ago2006-05-12 11:52:26 UTC
in vault item: Test of DestructionComment #11787
i think out of all the entries i have played, this one has the 'cool factor.' But it wasn't great..
The lack of crowbar, HEV suit and flashlight was REALLY annoying. And i'm not sure i approve of using other people's models and textures in a compo map.. Not to such an extent, anyway.
Still, nicely done, but needed more things that go BOOM
Commented 18 years ago2006-05-12 03:27:59 UTC
in vault item: Compo 20 -noname- finalComment #11779
Yes, I had the 'Max visible ents in ent packet' error and the performance wasn't super smooth, although still - the map was great.
Things I liked:
-Detail. It was awesome. From the debris to the.. um.. debris it was all done very realistically. I loved the broken crates at the spawn and the broken trashcans. The blinking lights and other stuff were also a great touch.
-Extra areas. They really added alot to realism. I really liked the office with the grunts and the elevator shaft (it was a bit strange, though, since it wasn't blocked by anything visible, and you still couldn't access it)
-Destructification. Now that's the best part of the map. From the large broken stuff, like the ceiling and the pipes to the smallest objects, like the trashcan and the crates - it was all very realistic. I loved the debris from the broken roof with the support beams and stuff. It all looked very realistic. The broken pipe, pouring water was also very nicely made (although since it looked, that the pressure is very big, you could have added a little damage to the wall, that the water hits and perhaps a small env_shake for extra realism) The sprites there were also a good idea, although they were a bit low-res. I also liked the gap in the door at the spawn, where you could see the sky. A very nice touch.
-Great use of decals. The deacls added alot to the overall looks of the map. Great work with that.
The bad stuff would be:
-The ambience. Now I can't say, that it was bad, since it added alot to the atmosphere, although the apache sound started to burn my ears after a few minutes. To make it less repetative, you could have made it sound, that the apache is moving (changing sound), not floating in one place.
-The slime in the flooded room was very nice, although it didin't match the water, pouring from the pipe. I don't know, if you wanted it to be like that, although it still looks quite unrealistic. And speaking of slime - there was a little glitch with it in that room. The slime is too thin at the door with the processing area sign. Try jumping in it there and you'll see.
-The power generators in the flooded room and the office areas were just BEGGING to be destroyed and made to shoot deadly electricity beams, while you left them perfectly undamaged.
-Lighting. The blinking lights were a good touch, although they're too repetative. The endless blinking really made it hard for my eyes.. .
Overall - a very good map. For now - I think, that it's a 100% trophy-winner.
Commented 18 years ago2006-05-11 18:14:51 UTC
in vault item: Compo 20 -noname- finalComment #11776
TY!
The submodels bounding boxes--is that the right term?--make moving around them difficult at best...and way too many models makes the "too many visible enities" thingie come up alot too!
There might be one more version of this, but it has lots of problems currently
Thanks again for the pointers and suggestions! ^_^
Commented 18 years ago2006-05-11 18:00:56 UTC
in vault item: Compo 20 -noname- finalComment #11774
Looks mighty fine, rowley.
The bomb and that slime were nice idea's, and I really liked that elevator shaft and the way you cracked up that office hallway - it feels very wide now while it's essentially just a fairly small corridor.
Of course I still got something else to say (:P)... Performance was a bit... humm, those sunlight rays could've been double-sided, and movement in those detailed area's was a bit nasty, but that wasn't what the contest was all about anyway so good work.
Commented 18 years ago2006-05-11 12:23:49 UTC
in vault item: Compo 20 -noname- finalComment #11767
TY for the nicey comments
I disable the rating, since I generally don't give maps I comment on ratings any more, It's hardly fair to ask for them. Plus, who isn't afraid of the dreaded 2-star rating
Commented 18 years ago2006-05-11 09:54:50 UTC
in vault item: Compo 20 -noname- finalComment #11765
YAY! Another competitor. I did the exact same thing in my map with the busted ceiling.. but never thought about the nuke, or upside down truck.. very well thought out.
Commented 18 years ago2006-05-11 08:23:12 UTC
in vault item: Deja_Vu_2Comment #11764
I played doom 2 so many times but I still don't know the names of the levels... well maybe blood falls, suberbs and factory. Looking good, I always had an impresion you don't know how to map after you said you never understood how multimanagers work.
Commented 18 years ago2006-05-11 04:15:39 UTC
in vault item: de_incaComment #11762
Erm, a few more things:
You could make the flat, boring, ground mor einteresting if you made some terrain on it. Nothing fancy, just put some slopes here and there on top of what already exists
Make the start locations more interesting. As it is, you can't tell them apart from the rest of the map.
angle the walls back a little in places to give some variation in them.
Put more supports under and around bridge bomb site. It looks really unrealistic the way those walkways are just hanging there.
I just noticed that you did put those leaves hanging down, which accounts for some detail. Put more stuff like that in and it could be great.
Commented 18 years ago2006-05-11 03:03:23 UTC
in vault item: de_incaComment #11761
Ok, here's a list of things to improve.
Get a new skybox. Look around on Wadfather for a new one, or just use one that came with CS (those are plenty good for this application). That desert theme really doesn't compliment it well at all.
I would upscale the ground texture just a bit so it doesn't look too repetitive, and you'd save some w_polys too. This will help alot if you add more detail...
Add more detail! There is little or no detail at all in the entire map, aside from the broken bridge thing and the curved stair trim (which I would barely consider detail). Put some stuff like grass sprites, signs of a dig going on (is there one?) or more decay. Hell, even a couple of crates would look good at this point. It feels way too bare.
Put more effort into the texturing, maybe even getting some other ones that aren't included in the HL2 WAD (some of those just don't fit). I also noticed a lot of texture misalignments on the arches. Maybe you could replace those parts with new textures?
Add a bomb site decal to the bomb spot.
More cover. You can still have the wide open approach without making it an AWP-fest.
The slope down to the water is too sharp, and doesn't look natural. Maybe make the slope more gradual? I can't really place my finger on why it doesn't look right.
I didn't notice any ambience. Get some birds or cricket sounds in there, or anything else that sounds right.
It needs some landmarks. I had a hard time finding my way around. Putting some detail in should clear that up.
This shows promise, and the layout is good, but you don't have much more than the base map down at this point.
Commented 18 years ago2006-05-10 09:57:42 UTC
in vault item: Hollow TorusesComment #11754
TY Master Dauby!
Would have been wholly impossible for me without using the method you mentioned in the "Mapping Tips" thread.
It didn't really take that long. What took longer for me was trying to get the lighting/texturing ok, but in the end it turned out to be a great exercise for both!
Commented 18 years ago2006-05-09 18:35:46 UTC
in vault item: TWV_scoutzknivezComment #11749
Scoutsknivez was a horrible map, I hated it, and anyone who played it. I am more of a person that likes more realistic maps rather than crappy looking maps with so called "fun gameplay."
Commented 18 years ago2006-05-09 17:20:10 UTC
in vault item: Apex_V2Comment #11747
Well done map. Classic Deathmatch. I really like the round lights thats placed about. Looks really good with the glow effect. Sky fits alright. A bit boring texturing at times, but generally quite good. Even an old school ladder! Meh likey! Well placed weapons spots, no obvious camping spots that i can see. The RPG pit kinda nifty. Though i noticed a texturing flaw on the bottom side of the ladder in the pit. (I know, im picky) I was going to give it a 4, then i noticed the fountain thing with the Lamda logo in it. 5er dude! 5er!
Commented 18 years ago2006-05-09 16:17:23 UTC
in vault item: No_PatienceComment #11745
An improvement over the map I just saw, "Apex". Lighting in this map is better, and the textures give it a nice rusty theme. The firetraps are quite good and offer a fun element that we don't see in most maps out there. This map made me think about somes maps by Scary One I saw years ago in PHL. It also feels like some of the maps by rend0us, another member of twhl Others have already commented on the strange stretched texturing, which was very noticeable in some places.
Commented 18 years ago2006-05-09 16:10:16 UTC
in vault item: ApexComment #11744
Very nice, old-school deathmatch. It has a complicated but well-flowing layout. Vertical combat is assured, brushwork is tidy and textures are well aligned. The only big faults are some of the choices in the textures used: some ugly browns, floor texures in ceilings etc. Not bad for a 5th release, even if you didn't begin the map yourself.
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
I liked it.
But it wasn't great..
The lack of crowbar, HEV suit and flashlight was REALLY annoying.
And i'm not sure i approve of using other people's models and textures in a compo map.. Not to such an extent, anyway.
Still, nicely done, but needed more things that go BOOM
and w00t! I know G-man's IP address! bwahahaha.
The only thing i'd say, is there wasn't enough architectural damage...
Still, very good.
check the .wad. I did. Subtley.
"Also, you sound funny."
Its not me. Its PaulRPG
Things I liked:
-Detail. It was awesome. From the debris to the.. um.. debris it was all done very realistically. I loved the broken crates at the spawn and the broken trashcans. The blinking lights and other stuff were also a great touch.
-Extra areas. They really added alot to realism. I really liked the office with the grunts and the elevator shaft (it was a bit strange, though, since it wasn't blocked by anything visible, and you still couldn't access it)
-Destructification. Now that's the best part of the map. From the large broken stuff, like the ceiling and the pipes to the smallest objects, like the trashcan and the crates - it was all very realistic. I loved the debris from the broken roof with the support beams and stuff. It all looked very realistic. The broken pipe, pouring water was also very nicely made (although since it looked, that the pressure is very big, you could have added a little damage to the wall, that the water hits and perhaps a small env_shake for extra realism) The sprites there were also a good idea, although they were a bit low-res. I also liked the gap in the door at the spawn, where you could see the sky. A very nice touch.
-Great use of decals. The deacls added alot to the overall looks of the map. Great work with that.
The bad stuff would be:
-The ambience. Now I can't say, that it was bad, since it added alot to the atmosphere, although the apache sound started to burn my ears after a few minutes. To make it less repetative, you could have made it sound, that the apache is moving (changing sound), not floating in one place.
-The slime in the flooded room was very nice, although it didin't match the water, pouring from the pipe. I don't know, if you wanted it to be like that, although it still looks quite unrealistic. And speaking of slime - there was a little glitch with it in that room. The slime is too thin at the door with the processing area sign. Try jumping in it there and you'll see.
-The power generators in the flooded room and the office areas were just BEGGING to be destroyed and made to shoot deadly electricity beams, while you left them perfectly undamaged.
-Lighting. The blinking lights were a good touch, although they're too repetative. The endless blinking really made it hard for my eyes.. .
Overall - a very good map. For now - I think, that it's a 100% trophy-winner.
The submodels bounding boxes--is that the right term?--make moving around them difficult at best...and way too many models makes the "too many visible enities" thingie come up alot too!
There might be one more version of this, but it has lots of problems currently
Thanks again for the pointers and suggestions! ^_^
The bomb and that slime were nice idea's, and I really liked that elevator shaft and the way you cracked up that office hallway - it feels very wide now while it's essentially just a fairly small corridor.
Of course I still got something else to say (:P)...
Performance was a bit... humm, those sunlight rays could've been double-sided, and movement in those detailed area's was a bit nasty, but that wasn't what the contest was all about anyway so good work.
"WARNING: Could not open Halflife2.wad"
I disable the rating, since I generally don't give maps I comment on ratings any more, It's hardly fair to ask for them. Plus, who isn't afraid of the dreaded 2-star rating
WHY! JUST WHY DID YOU DISSABLE THE RATING!
5 STARS
Good Job
Awsome job! I wonder what everyone else did.
- Put more supports under and around bridge bomb site. It looks really unrealistic the way those walkways are just hanging there.
I just noticed that you did put those leaves hanging down, which accounts for some detail. Put more stuff like that in and it could be great.- It needs some landmarks. I had a hard time finding my way around. Putting some detail in should clear that up.
This shows promise, and the layout is good, but you don't have much more than the base map down at this point.shrugs
maybe no where near as much as Rimrook or Kasberg, but skill. then again you made this in 2002, so I really can't say.
everything rimrook said but 4*'s
Would have been wholly impossible for me without using the method you mentioned in the "Mapping Tips" thread.
It didn't really take that long. What took longer for me was trying to get the lighting/texturing ok, but in the end it turned out to be a great exercise for both!
"Entryway"
Well placed weapons spots, no obvious camping spots that i can see. The RPG pit kinda nifty. Though i noticed a texturing flaw on the bottom side of the ladder in the pit. (I know, im picky)
I was going to give it a 4, then i noticed the fountain thing with the Lamda logo in it. 5er dude! 5er!
Lighting in this map is better, and the textures give it a nice rusty theme. The firetraps are quite good and offer a fun element that we don't see in most maps out there.
This map made me think about somes maps by Scary One I saw years ago in PHL. It also feels like some of the maps by rend0us, another member of twhl Others have already commented on the strange stretched texturing, which was very noticeable in some places.
Not bad for a 5th release, even if you didn't begin the map yourself.
will rate later. i'm at school.