Comments

Commented 18 years ago2006-04-25 16:35:38 UTC in vault item: Star Wars (map a movie) Comment #11584
Gonna try this one oout later... Rating removed
Commented 18 years ago2006-04-25 15:53:33 UTC in vault item: Elevators using func_door Comment #11583
Yes Yes, func_doors can be used for a multitude of things. Messing around with there speed, Lip, and other options creatively, can boost their functionality further.
Commented 18 years ago2006-04-25 15:47:58 UTC in vault item: CS:S Arena (remake) Comment #11582
Screeny!
Commented 18 years ago2006-04-25 15:27:22 UTC in vault item: CS:S Arena (remake) Comment #11581
lol
Commented 18 years ago2006-04-25 14:54:25 UTC in vault item: Tactical Map Comment #11580
The file won't load properly.
Commented 18 years ago2006-04-25 13:40:50 UTC in vault item: Elevators using func_door Comment #11579
common sense, but good for quick lifts... although crappy sound avalible
This comment was made on an article that has been deleted.
Commented 18 years ago2006-04-24 18:59:35 UTC in vault item: de_lab-tower Comment #11577
Neat start.

I had my screen brightness turned down all the way because My battery is dying, so I have to give you the benefit of the doubt on lighting, which seems fine from what I can see.

Pipes look great, if not a little like a fairly popular de map--prodigy?

Neat use of decals, if not a little overdone.

The only other suggestions I can think of is to experiment with some new wall textures, especially for different areas of the map, and maybe make it a little bigger.
Commented 18 years ago2006-04-24 15:35:41 UTC in vault item: surf_tutorial_eng Comment #11576
:P
Commented 18 years ago2006-04-24 15:34:44 UTC in vault item: de_lab-tower Comment #11575
Please rate it and leave a comment.
Commented 18 years ago2006-04-24 12:24:15 UTC in vault item: aim_ag_texture_towers Comment #11574
(insert sad emoticon here)
Commented 18 years ago2006-04-24 11:07:01 UTC in vault item: aim_ag_texture_towers Comment #11573
Ahaha. Xyos scared him off.

And although anybody here probably COULD make this in less than half-an-hour, it isnt actually that bad a map..
Commented 18 years ago2006-04-24 10:24:26 UTC in vault item: The Sydney Harbour Bridge Comment #11572
Very cool. Hard to pull off that detail and scale in HL1. 5 stars all the way :)
Commented 18 years ago2006-04-24 05:31:44 UTC in vault item: aim_ag_texture_towers Comment #11571
It doesn't look that bad, and I bet the layout is fun. I reminds me of Mario Kart for Gamecube. You could invest more time and make a playground map.
And about the textures... when you feel like doing a properly textured map, more people will feel it's worth the download.
Commented 18 years ago2006-04-24 00:35:28 UTC in vault item: aim_ag_texture_towers Comment #11570
"there are more noobs than in CS1.6"
most moved to source probably.

Xyos, did you make him leave or something?

TWHL doesn't mind the fy_stuff and the aim_that.
We get alot of it, while a map like de_alienspacestationcombinechaos_hdr is well deserving of good rating and attention.
Commented 18 years ago2006-04-23 21:48:49 UTC in vault item: fy_dustwars Comment #11569
I saw the screenie... so im n... ehm... I saw the screenie.
Commented 18 years ago2006-04-23 20:32:19 UTC in vault item: aim_ag_texture_towers Comment #11568
Dont mean to be too harsh, just pointing out the problems. It actually wouldnt look half-bad if you textured it. Sorry for Rating the 1. Meant for a 2.

I see that it did have some original points, and with more mapping you can become much better.

Hope I didnt turn you off to mapping :(
Commented 18 years ago2006-04-23 19:34:35 UTC in vault item: aim_ag_texture_towers Comment #11567
"I wont rate it"...well you did...:S

"People in CSS are dumb anyway"...thats one helluva generalisation - possibly there are more noobs than in CS1.6, but that doesnt make them dumb - infact, if you play source im pretty certain it would often be for the appearance of the maps not for the gameplay which isnt as good as 1.6 (imo) - this should mean nobody for aim, fy or surf maps...and im sorry...but people play them...quite allot...

However - regardless of how harsh i myself feel your critisism is i do take it seriously - i guess i'm not made for mapping with the "clever and 1337" people on twhl...thankfully loads of other mapping pages feature mappers who arent purists in the "noble art" of mapping

cya
Commented 18 years ago2006-04-23 18:56:14 UTC in vault item: aim_ag_texture_towers Comment #11566
Just played it....

Maps arnt judged by gameplay alone. Looks like a crap ripoff from Halo's wizard.....

People in CSS are dumb anyway. They play any new map thats online no matter what it looks like. You throw anything in a server and people will join it....

I wont rate because it might be your first map. If it is, your mistakes are excuseable, but its nowhere near good.

Its a bad map, not well made, and not innovative.
Commented 18 years ago2006-04-23 18:15:26 UTC in vault item: aim_ag_texture_towers Comment #11565
If you click "find servers" in CS:S and search for aim_ag_texture, you will find that at any time there are AT LEAST 20 servers playing these maps...obviously some people either think it looks good or dont care exactly what the map looks like, just that it plays well.

Brushwork...same story...and "anyone here could make that in less than a half-hour" isnt constructive critique so why did you even bother writing it...:S...

I dont mind my skills or anything else being critisized but for crying out loud...play the damn map with a couple of friggn bots before you post a comment...
Commented 18 years ago2006-04-23 18:03:21 UTC in vault item: aim_ag_texture_towers Comment #11564
You used Valve's example textures for maps for your map? Its brushwork looks worse than HL1. Too blocky, and plain.

I wont rate it because I didnt play it. I suggest not releasing maps like these. Use real textures, and take some time with it. Anyone here could make that in less than a half-hour....
Commented 18 years ago2006-04-23 17:39:56 UTC in vault item: fy_LAN Comment #11563
Thanks for the constructive critique...

I guess, if i redo the ct towers they could also be made "better" to help the balancing issue aswell as the appearance...

I will read about the lighting when i get the time and possibly post redone version.
Commented 18 years ago2006-04-23 17:32:36 UTC in vault item: fy_LAN Comment #11562
Fairly interesting layout, especially compared to most fy maps.

Lighting comes from nowhere.

1. Use textlighting and make some light fixtures for the under areas. If you don't know what textlights are, check the "tutorials" section.

2. Only use point lights if you require a special effect like flickering or you need to be able to toggle it off/on.

The architecture isn't horribly blocky, but could certainly be improved. Stuff like the towers could definitley be reconstructed to make them look more real. Check ZombieLoffe's "Detailing" tutorial for some tips to spruce up the architecture a bit.

Texturing is fine imo for this kind of map imo. There's certainly room for imporvement in this area for this map as well, but it is an FY map after all :)
Commented 18 years ago2006-04-23 15:10:47 UTC in vault item: de_railstation Comment #11561
Looks incredible - one of the best looking CS 1.6 maps ive seen...5/5

A bit confusing though (most new maps are, i guess) - perhaps directions to the bombsites on the walls would help (as in the dust's for example)

Also, the lights in the corridors could be breakable - why?...because breaking stuff is fun ;)
Commented 18 years ago2006-04-23 14:03:22 UTC in vault item: surf_tutorial_eng Comment #11560
Great work on the map - Its surprisingly good fun and a really good "tutorial", however its very difficult for a n00b like me :) - Has to pass the "jump even higher" section using sv_gravity 20...:D
Commented 18 years ago2006-04-23 03:57:24 UTC in vault item: de_sahara Comment #11559
Download doesn't work... Really wanted this.
Commented 18 years ago2006-04-22 12:56:32 UTC in vault item: surf_water-run2 Comment #11558
good job... the room has a little detail but u should be able to see fine... (go into options then video settings and put ur brightness and gamma all the way up)
Commented 18 years ago2006-04-22 08:23:27 UTC in vault item: de_railstation Comment #11557
The textures are taken from de_meco (thanks to FaN) and they're not hi-res, they have the default scale :)
Commented 18 years ago2006-04-22 05:21:13 UTC in vault item: Octageddon Comment #11556
I see you updated your map by adding lighting and some new textures. But you should really fix the ramps connection with the octagons (Some are not connecting properly).
Commented 18 years ago2006-04-21 20:11:30 UTC in vault item: Octageddon Comment #11555
Interesting design, and very nice for a first map.

I would recommend following kasperg's advice.
Commented 18 years ago2006-04-21 20:02:39 UTC in vault item: de_railstation Comment #11554
One of the most amazing looking CS maps I've seen in a while.

Breathtaking textures, lighting, and impeccable brushwork.

R_speeds are VERY respectable in almost all areas, which is amazing condsidering the hi-res textures and more open nature of the map.

Simply beautiful.

I haven't rated a map in a long time, but if any map deserves 5 stars, it's this one.

Superb work!
5 Stars

Are these textures from Rim's Half-life2.wad? If they are you should credit him ;)
Commented 18 years ago2006-04-21 16:40:20 UTC in vault item: de_railstation Comment #11553
nice trucks! :)
Commented 18 years ago2006-04-21 12:48:07 UTC in vault item: The big shit Comment #11552
I played it for 3 seconds............I wanted to die...........
Commented 18 years ago2006-04-21 10:35:57 UTC in vault item: Dam outside Beta Comment #11551
I actually stopped working on this map awhile ago. :( I did however finish cs_miami in finished maps.

I dont think I will come back to this. Alot of brushes are off the grid, There are so many little mistakes that I hate correcting. Thanks for the review though :)
Commented 18 years ago2006-04-21 05:47:11 UTC in vault item: Dam outside Beta Comment #11550
i think it is realy good :) and the fact that its beta and is like 10x better than i can do makes me want to see the finishing map! gj keep it up
This comment was made on an article that has been deleted.
Commented 18 years ago2006-04-20 12:22:37 UTC in vault item: Falling Balcony Comment #11548
Nicely done! Good example map.
Commented 18 years ago2006-04-20 11:41:16 UTC in vault item: Timefall (SP Mod) Comment #11547
Great mod, but some of the puzzles got a bit annoying and the gameplay felt a little restrictive, you couldn't really explore much like in the original Half Life.

+Ingenuity
+Story line
+The Puzzles
+Sniper rifle
+The tank
+The time-teleporter was a brilliant sequence

-Not enough maps after the time-teleport
-Puzzles got a bit annoying

4*
Commented 18 years ago2006-04-19 22:03:36 UTC in vault item: Adding a tree model Comment #11546
hehe.

+1 tree for my mod.
Snatchies
Commented 18 years ago2006-04-19 07:41:22 UTC in vault item: Anti Combine One Comment #11545
I found it! It looks useful!
Commented 18 years ago2006-04-19 04:19:54 UTC in vault item: Long compile times (cs_timeville) Comment #11544
Okay, I didn't notice you had boxed in the map the first time I checked it... Yes, I have a brain. But just calling it a skybox doesn't mean you boxed the whole map in with one.

Also, I noticed you didn't upsacale ANY of the textures. If you're going to have big open spaces, that's one of the first things you'll need to do to make it run well.
Commented 18 years ago2006-04-18 17:08:23 UTC in vault item: Bulletproofing Comment #11543
Yeah, that would make thing SO much easier...

: )
Commented 18 years ago2006-04-18 11:05:07 UTC in vault item: Bulletproofing Comment #11542
nice, solves the dispute in the forum anyway. ive always thought that there should an entity for this, or maybe a flag on func_wall, "no bullets"
Commented 18 years ago2006-04-18 06:48:54 UTC in vault item: Long compile times (cs_timeville) Comment #11541
decrease lag... do you have a brain? the reason why its got bad performance is because of the layout of the map, ive got a HUGE skybox that blows rad through the roof, and makes the lag extreme.
Commented 18 years ago2006-04-18 06:11:44 UTC in vault item: Long compile times (cs_timeville) Comment #11540
And... What will romoving the skybox do?
Commented 18 years ago2006-04-18 05:19:33 UTC in vault item: Anti Combine One Comment #11539
Valve's wiki is pretty useful. Use it.
Commented 18 years ago2006-04-18 05:18:49 UTC in vault item: Freeman's Tomb Comment #11538
Played it before, forgot to comment. :)
******************************
+ Atmosphere. The whole ambience, the lighting were awesome. The gloomy sounds, etc gave the whole game the 'right' feeling. Great job.

+ Idea. The whole Idea & story were pwnage for a HL-Related-Freeman-Experience mod. The mystic areas & sounds + the puzzles and quite hard gameplay made the mod look great, even with the average visuals.

+ Gameplay. As I said - I liked the difficulty level. Some of the traps were also awesome (the explosion trap in the beginning). The underground areas were kind of maze-ish, but not too complex. Keeping the gameplay a challenge and keeping the player from noclipping & godmode isn't that easy.

+/- Architecture. Now it wasn't too bad, although the caves could have been less blocky and some of the areas could have been better-looking. There have been some very nice architexture overall (the teleport room, before the tomb)

+/- Texturing. Although I liked the textures, some of them were too repeating/bedly aligned. You could have done better with the texturing, since the architecture isn't too good either.
***********************
Overall - a great mod, that played very well. I'll rate gameplay over visuals, so 5* it is.
Commented 18 years ago2006-04-18 05:01:25 UTC in vault item: de_railstation Comment #11537
Looks nice. Downloading..
Commented 18 years ago2006-04-18 04:46:44 UTC in vault item: Anti Combine One Comment #11535
My brother have given up on the project. So i stand alone. No big deal really. Like he could figure it out. I think of a zombie mod as a next.

Maybe i could get some help by someone to learn how to create skyboxes.
Commented 18 years ago2006-04-18 04:40:06 UTC in vault item: Anti Combine One Comment #11534
If he's your brother can't you just talk about that? And it looks weird when you appeal to yourself in third person.