Commented 18 years ago2006-05-06 12:43:36 UTC
in vault item: TWV_scoutzknivezComment #11686
yeah, totaly agree with worldcraft dude here. The guy was ( and I repeat "was" ) so proud he made a map. It's realy typcial, the pro's giving comments to the newby's. You were newby to remember. Or did you just got hammer installed and made the best map ever? aha don't think so.
Commented 18 years ago2006-05-06 07:21:02 UTC
in vault item: TWV_scoutzknivezComment #11682
aaaah cmon folks, scoutknivez isn't a original map, but it's fun gameplay. So To all who think skoutknivez sucks, it's 500 to 1. Use the steam map filter and put skoutknivez in it.... you'll see.
Commented 18 years ago2006-05-06 07:07:11 UTC
in vault item: TWV_scoutzknivezComment #11681
De_Spaceship3? A classic.. XD Hi, you shouldn't waste your time, making remakes to maps, that are already sad and ugly. Try creating something original and interesting, rather than just something the crowd wants.
Commented 18 years ago2006-05-05 02:37:24 UTC
in vault item: de_railstationComment #11656
An astonishing map..
************************
+ Architecture. Great detail throughout the map makes it really feel like a railstation. The fuel towers, the trucks, the pylons, the train cars - they all make it look and feel great. The outside and inside architecture felt very realistic too. There were some scale problems in the map, though. The main problem was the oversized trucks. They were just HUGE. That didin't look right.
+ Texturing. Now the textures and their use were superb. Great inside and outside area texturing. The trucks were textured right, although the black texture for the fuel tanks didin't fit them at all. And once I've decided to reveal your secret to low r_speeds (low gravity) - i realised, that you've nulled EVERY face, that's not visible to the player. I bet, that it took a whole lot of time. Great work
+ Layout. The layout was quite original and interesting, although you must admit, that the map is pretty huge, so you really should have added directions. I also liked the CT-friendly fence near the fuel car bombsite. That's a very interesting way of balancing the map.
+ Gameplay. I'm almost sure, that this map would play great. The layout is quite balanced, although very tricky at first (that's bad, cause most players expect a killbox without ANY layout in a custom map Another problem were the bombsites. Now the bombsite in the crate room was easily noticeable, although it took me quite awhile, till' I found the 2nd bombsite. Some chemical crates, like in the 1st bombsite would have made a connection between them and made it easier to notice.
+ Lighting. What I really liked in this map was the interesting lighting. The outside areas had a nice sunny theme, when the tunnels and inside areas were really lit, like they're supposed to. I bet, that getting the colours right took quite awhile. Again - great work.
+/- Ambience. Thee were light sounds inside, although that's not enough. You could have added some wind/passing train/industrial sounds to the map (take de_rotterdam (old 1.5 map) as an example)
*********************
Overall - an astonishing map with awesome levels of detail and perfect r_speeds everywhere. The only con would be the tricky layout, although that really goes into minority.
Commented 18 years ago2006-05-03 22:14:05 UTC
in vault item: CS:S Arena (remake)Comment #11641
The purpose of the map is to basically have something that people can battle in... the boxes were placed randomly so no "line of site" is possible to the other's hiding places...
I'll take your suggestions seriously though.
My mapping capabilities are not all that great for source. It's more complex, and even texturing is a bit weird to me.
Commented 18 years ago2006-05-03 18:43:00 UTC
in vault item: Tactical MapComment #11639
I hope to make one more intricate than this one. This one lacked many of the available ideas I wanted. I was so rushed to get something out that I whipped this one out. It isn't quite as fun on HL2 since the grenades tend to playful, by detonating rather late.
The next one will include a much more functional and spacial map, though I cannot promise any texturing advances. I want to include the use of different height levels, possibly like a tunnel under the units. Some more open area with various types of cover. The more compact you make it, the more large cover areas you have to make, which allows you to pick off guards with the pistol.
Once I figure out how to incorporate weapons from maybe counter strike, we will see some really interesting stuff. Unless I can find someone who likes the idea enough, it will be a while until we see new weapons.
I thought it was rather cool for a detailed use of trains and such. Kinda nicely done.
Hi, you shouldn't waste your time, making remakes to maps, that are already sad and ugly.
Try creating something original and interesting, rather than just something the crowd wants.
..
Does De_spaceship3 bring any memories The Hunter?
He at least had to learn how to make lights in order to not use the properly...
Its all just so great like the textureing, the brushwork, the lighting, placement of prefabs. WOW!
I wish there were higher ratings because this would be up there.
This is a mapping site more than a CS map dump, so you might consider making some nice improvements to it from what you've learned at this site.
That said, I've logged tons of hours on this sort of map, becuase it IS lots of fun.
WHY THE HELL DID YOU USE POINTLIGHTS?
that is all
5 stars all the way...excelent...
5 Stars
5 Stars.
I bet it took a whole lot of time to rotate, shear & cut the pipes (hollow even!)
Great work
This map is clearly 5 stars.
This map is clearly 5 stars.
************************
+ Architecture. Great detail throughout the map makes it really feel like a railstation. The fuel towers, the trucks, the pylons, the train cars - they all make it look and feel great. The outside and inside architecture felt very realistic too. There were some scale problems in the map, though. The main problem was the oversized trucks. They were just HUGE. That didin't look right.
+ Texturing. Now the textures and their use were superb. Great inside and outside area texturing. The trucks were textured right, although the black texture for the fuel tanks didin't fit them at all. And once I've decided to reveal your secret to low r_speeds (low gravity) - i realised, that you've nulled EVERY face, that's not visible to the player. I bet, that it took a whole lot of time. Great work
+ Layout. The layout was quite original and interesting, although you must admit, that the map is pretty huge, so you really should have added directions. I also liked the CT-friendly fence near the fuel car bombsite. That's a very interesting way of balancing the map.
+ Gameplay. I'm almost sure, that this map would play great. The layout is quite balanced, although very tricky at first (that's bad, cause most players expect a killbox without ANY layout in a custom map Another problem were the bombsites. Now the bombsite in the crate room was easily noticeable, although it took me quite awhile, till' I found the 2nd bombsite. Some chemical crates, like in the 1st bombsite would have made a connection between them and made it easier to notice.
+ Lighting. What I really liked in this map was the interesting lighting. The outside areas had a nice sunny theme, when the tunnels and inside areas were really lit, like they're supposed to. I bet, that getting the colours right took quite awhile. Again - great work.
+/- Ambience. Thee were light sounds inside, although that's not enough. You could have added some wind/passing train/industrial sounds to the map (take de_rotterdam (old 1.5 map) as an example)
*********************
Overall - an astonishing map with awesome levels of detail and perfect r_speeds everywhere. The only con would be the tricky layout, although that really goes into minority.
Awesome work. 5* - without any doubt.
We all know that cube maps are not treated as map
"Still a mildly interesting idea to possibly increase your skills, determining where another player is just by sound."
Add echo, and then it will be imposseble to tell where your enemies are, but you might kill your own people.
FF off
I'll take your suggestions seriously though.
My mapping capabilities are not all that great for source. It's more complex, and even texturing is a bit weird to me.
The next one will include a much more functional and spacial map, though I cannot promise any texturing advances. I want to include the use of different height levels, possibly like a tunnel under the units. Some more open area with various types of cover. The more compact you make it, the more large cover areas you have to make, which allows you to pick off guards with the pistol.
Once I figure out how to incorporate weapons from maybe counter strike, we will see some really interesting stuff. Unless I can find someone who likes the idea enough, it will be a while until we see new weapons.
Still a mildly interesting idea to possibly increase your skills, determining where another player is just by sound.