Commented 18 years ago2006-05-09 06:26:48 UTC
in vault item: Double_TroubleComment #11737
Age guys.. This map was finished years ago.
Thanx for looking.
(about the ladder. I didn't want a tinny metal sound associated with a wooden ladder so I built a series of clip brushes that were 1 unit wide and something or other tall. There are about 15 clips in that set. The walking up the ladder is disconcerting because HL1 is always set to run, so you are basically running up the ladder. You only walked with the default HL1 ladder entity.)
I forgot to ask, no one noticed how well the song fit the theme? It, IMO, set the mood for the map and it enhanced the fragging.
Commented 18 years ago2006-05-09 04:43:40 UTC
in vault item: Double_TroubleComment #11735
+=- time
+ Archetecture, very convincing of a 12th century castle. + Textures, well done and not too squishy this time. + Items and such were in good order. + The round hallway.
= I've seen better light in your 8th release. = Could have mixed your two themes better. Just having seperate rooms with seperate themes doesn't quite impress me. Unless this is what the compo rules were.
- Annyoing echo in the courtyard. It should be a bright reverb, or no reverb at all. Think of your surroundings more when adding these effects and how sound really would bounce off of them. - Ladders. nicely built, but the instant thing was weird. - OK layout. If the under area was all tech and the upper part was castle, that'd be a good mix, or place computer consoles in the lower part to mix it up even more. Maybe elevators instead of ladders, players tend to like quick elevators more anyway.
Once again, polish it off. Take in constructive criticism but pick what you want to change based on it.
Commented 18 years ago2006-05-09 04:22:19 UTC
in vault item: No_PatienceComment #11734
Here's my review + good, = meh, - bad.
+ Awsome archetecture, simple and very effective. + Classicness. + Easy to navigate. + Weapon/items placement and supply. + Ambience, sound, an lighting were all avidly done.
= Null would polish this map off perfectly. = Some textures from dod, but i don't mind, everyone takes something from something.
- The double ladders that go up put you nearly out of the map. - Also, that top area need higher walls so player don't jump and see outside the map, exposing some of the lower areas of the map. - Noticeably bad squashed textures. If you goning to scale, try keep them proportionate.
Overall, it has flaws that would easily be fixed. Put some shine on this map and hope it shows up on the TWHL server
Commented 18 years ago2006-05-08 22:55:52 UTC
in vault item: No_PatienceComment #11731
Very nice indeed! I love the Deathmatch Classicy feel, and you retained that arena style throughout the map.
I found a couple of things that sort of detracted from it though.
The textures you used were very nice, but but a lot of the time I didn't feel like they really complimented eachother very well. Their theme varied quite a bit, oftentimes making it feel kind of hodgepodge, with no defined theme.
Although this isn't too much of a problem, I noticed there wasn't actually very much detail in the map at all, like you said there was. Instead, it was mostly just high-res textures that were scaled down to give surfaces more detail. The only reason this worked, however, was because you used high-tech themed textures with lots of stuff crammed into them.
Other than these minor problems, there are a few other things that could easily be fixed.
I noticed when you're at the highest point of the map, with the skybox visible, you can jump up and see the paper thin edge were the skybox meets the top of the wall... just make the wall a little higher, or pull the skybox back a little so you can see the edge, and that will be fixed.
There was also a place were there were some grates in the floor, and they were just small enough so that you would sort of "trip" over the lip when you ran over them, slowing you down a little.
This is all just nitpicking though, it's a pretty good map. Assuming you aren't updating it, I'll give it a 3, but if you do, I might just rate it again.
Commented 18 years ago2006-05-08 19:13:31 UTC
in vault item: TWV_scoutzknivezComment #11728
Maybe in some cases of remakes, it would be to 'improve' it but i wouldnt think ANY remake of ANY map was better then origional (unless reworked), there are thousands of maps that try to copy dust, aztec and so on. the 'POINT' in makeing a remake of a map, is the challenge of crasping the origional mappers concept.
I tried to get the same gameplay in scoutzknivez, changing things that dont effect game play as much. (ie: textures, sky, lighting) I wouldnt want to replify the origional, its not my recognizable technique.
Also, another 'POINT' of copying something exactly the same (which really isnt this maps case) is SO MY CLAN CAN PLAY A MAP THAT HAS BEEN HACKED AND WRECKED IN THE SERVER AGAIN!
Commented 18 years ago2006-05-08 02:00:43 UTC
in vault item: TWV_scoutzknivezComment #11718
First of all, I appreciate your input, secondly im not a newbie mapper- my clan has a 24/7 server with 20 something members (TWV- team west van, all friends from west vancouver) that plays my recent maps, and former dedicated servers that had my older maps (=JCC=). And i have some maps in here, which were 1-3 years old.
Thirdly, you do make a point about the sky,- but im trying to copy scoutzknivez the origional, my clan likes scoutz quite alot. So therefore, i copied the repeative textures, flat terrain, boring lighting, did my best with the rock wall (but over did it), and the fairly large planes, trying to copy scoutzknivez- being a remake, using all your opionions, it wouldnt be much of a remake, now would it?
Commented 18 years ago2006-05-07 19:26:30 UTC
in vault item: TWV_scoutzknivezComment #11715
Guys, you are really mean. instead of just saying- "hehe this map is another CS map remake, you suck, this map does't deserve even 1 star, it doesn't deserve to be rated."- try to help him instead.
1) What do you mean by the light_enviorment made the lighting look bad? Explain how the map looked like. Change the color of the light/env_light to orange and make it much dimmer.
2) The maps lighting is really dull. All the light sources have the same color and brightness, twick abit more with the color and brightness. Add some artifictual lighting outside, since it's going to be darker if you'll change the sky's lighting.
3)avoid using a single texture on a huge planes, like the building's walls. Use multiple ones, for the bottom one texture and the top another, or something like that. Use trims in junctions between areas. Like splitting walls, in the junction between the wall and the floor/sign.
Commented 18 years ago2006-05-07 08:41:23 UTC
in vault item: TWV_scoutzknivezComment #11709
Quote - I think G_kid remembers it hehe...It was so good that he asked "Why I wrecked Half-Life with such a terrible map".'
Haha yeh, those where the days. ;D And really I don't think this map should actually be rated. It doesn't deserve a high rating, a low rating, or a rating at all. It's not like you would be rating his work really at all, it is just a carbon copy of someone elses work.
Commented 18 years ago2006-05-06 13:38:23 UTC
in vault item: TWV_scoutzknivezComment #11688
This map is not THAT bad. I've never seen the original scoutknivez, so I won't comment on how good a remake it is. Things that are wrong with the map (some have been mentioned already): -Lighting doesn't match with the skybox. Change the light_enviroment or change the sky. -The ground is absolutely flat. Some terrain variaton would be good, just like you did with the small rock wall. -Light fixtures are too big. Even the glow sprites show how big they are in comparison. -Point lights are not good looking. Lighting looks too uniform. -Stairs are too steep. With the scale you used, each step is about 40 cm (16 inches) high! -There isn't much texture variation. If you are going to use a theme with very few textures (like dust and aztec) don't use those ugly brick walls -The texture you used for the window and door frames is a bad choice IMO. -You didn't visually block the places where the player meets the sky brushes. We talked about that in the thread...
Mapping should be fun for the mapper, and that's what counts. But if you expect the TWHL community to praise your work, I think making CS remakes is not a good direction. Like Captain P usually says, "looks sell your map, and gameplay keeps it being played".
Thanx for looking.
(about the ladder. I didn't want a tinny metal sound associated with a wooden ladder so I built a series of clip brushes that were 1 unit wide and something or other tall. There are about 15 clips in that set. The walking up the ladder is disconcerting because HL1 is always set to run, so you are basically running up the ladder. You only walked with the default HL1 ladder entity.)
I forgot to ask, no one noticed how well the song fit the theme? It, IMO, set the mood for the map and it enhanced the fragging.
Gave it a Doomish feel.
Thanx for looking, I only posted these to show people that I can map and forestall any comments concerning my eligibility to comment here.
To those interested, this map made "Level of the Week" at PHL.. Its worthy of notice.
+ Archetecture, very convincing of a 12th century castle.
+ Textures, well done and not too squishy this time.
+ Items and such were in good order.
+ The round hallway.
= I've seen better light in your 8th release.
= Could have mixed your two themes better. Just having seperate rooms with seperate themes doesn't quite impress me. Unless this is what the compo rules were.
- Annyoing echo in the courtyard. It should be a bright reverb, or no reverb at all. Think of your surroundings more when adding these effects and how sound really would bounce off of them.
- Ladders. nicely built, but the instant thing was weird.
- OK layout. If the under area was all tech and the upper part was castle, that'd be a good mix, or place computer consoles in the lower part to mix it up even more. Maybe elevators instead of ladders, players tend to like quick elevators more anyway.
Once again, polish it off. Take in constructive criticism but pick what you want to change based on it.
+ good,
= meh,
- bad.
+ Awsome archetecture, simple and very effective.
+ Classicness.
+ Easy to navigate.
+ Weapon/items placement and supply.
+ Ambience, sound, an lighting were all avidly done.
= Null would polish this map off perfectly.
= Some textures from dod, but i don't mind, everyone takes something from something.
- The double ladders that go up put you nearly out of the map.
- Also, that top area need higher walls so player don't jump and see outside the map, exposing some of the lower areas of the map.
- Noticeably bad squashed textures. If you goning to scale, try keep them proportionate.
Overall, it has flaws that would easily be fixed. Put some shine on this map and hope it shows up on the TWHL server
I found a couple of things that sort of detracted from it though.
The textures you used were very nice, but but a lot of the time I didn't feel like they really complimented eachother very well. Their theme varied quite a bit, oftentimes making it feel kind of hodgepodge, with no defined theme.
Although this isn't too much of a problem, I noticed there wasn't actually very much detail in the map at all, like you said there was. Instead, it was mostly just high-res textures that were scaled down to give surfaces more detail. The only reason this worked, however, was because you used high-tech themed textures with lots of stuff crammed into them.
Other than these minor problems, there are a few other things that could easily be fixed.
I noticed when you're at the highest point of the map, with the skybox visible, you can jump up and see the paper thin edge were the skybox meets the top of the wall... just make the wall a little higher, or pull the skybox back a little so you can see the edge, and that will be fixed.
There was also a place were there were some grates in the floor, and they were just small enough so that you would sort of "trip" over the lip when you ran over them, slowing you down a little.
This is all just nitpicking though, it's a pretty good map. Assuming you aren't updating it, I'll give it a 3, but if you do, I might just rate it again.
I tried to get the same gameplay in scoutzknivez, changing things that dont effect game play as much. (ie: textures, sky, lighting) I wouldnt want to replify the origional, its not my recognizable technique.
Also, another 'POINT' of copying something exactly the same (which really isnt this maps case) is SO MY CLAN CAN PLAY A MAP THAT HAS BEEN HACKED AND WRECKED IN THE SERVER AGAIN!
Fatal Error:
Mod_LoadBrushModel: maps/aim_barn.bsp has wrong version number (1347633750 should be 30)
the ambient light looks too dark for the sky
Let the man map what he wants to map
(dont wanna advertise 'em, just compare them to this...)
http://www.twhl.co.za/mapvault_map.php?id=3348
http://www.twhl.co.za/mapvault_map.php?id=3467
if it isn't its not 3 star at all.
Thirdly, you do make a point about the sky,- but im trying to copy scoutzknivez the origional, my clan likes scoutz quite alot. So therefore, i copied the repeative textures, flat terrain, boring lighting, did my best with the rock wall (but over did it), and the fairly large planes, trying to copy scoutzknivez- being a remake, using all your opionions, it wouldnt be much of a remake, now would it?
Now to use it in the right levels...
1) What do you mean by the light_enviorment made the lighting look bad? Explain how the map looked like. Change the color of the light/env_light to orange and make it much dimmer.
2) The maps lighting is really dull. All the light sources have the same color and brightness, twick abit more with the color and brightness.
Add some artifictual lighting outside, since it's going to be darker if you'll change the sky's lighting.
3)avoid using a single texture on a huge planes, like the building's walls. Use multiple ones, for the bottom one texture and the top another, or something like that. Use trims in junctions between areas. Like splitting walls, in the junction between the wall and the floor/sign.
Sorry I can't rate the map for I don't have CS.
Whops... I changed it now.
I should make that kind of thing for source! Thanks Rednik!
Nice example...Saves having to build one yourself.
Haha yeh, those where the days. ;D
And really I don't think this map should actually be rated. It doesn't deserve a high rating, a low rating, or a rating at all.
It's not like you would be rating his work really at all, it is just a carbon copy of someone elses work.
NUBS!!! -_-
5 stars!
ok, lets stop putting poor sarwan at the butt of a sick joke.
De spaceship was my first map, freshed. i had an excuse
Imaginative maps don't necessarily make for fun ones.
Things that are wrong with the map (some have been mentioned already):
-Lighting doesn't match with the skybox. Change the light_enviroment or change the sky.
-The ground is absolutely flat. Some terrain variaton would be good, just like you did with the small rock wall.
-Light fixtures are too big. Even the glow sprites show how big they are in comparison.
-Point lights are not good looking. Lighting looks too uniform.
-Stairs are too steep. With the scale you used, each step is about 40 cm (16 inches) high!
-There isn't much texture variation. If you are going to use a theme with very few textures (like dust and aztec) don't use those ugly brick walls
-The texture you used for the window and door frames is a bad choice IMO.
-You didn't visually block the places where the player meets the sky brushes. We talked about that in the thread...
Mapping should be fun for the mapper, and that's what counts. But if you expect the TWHL community to praise your work, I think making CS remakes is not a good direction. Like Captain P usually says, "looks sell your map, and gameplay keeps it being played".