Commented 18 years ago2006-04-11 13:32:26 UTC
in vault item: Leaks in cs_timevilleComment #11479
Didn't I give you some tips on this in a forum thread? I'm looking at the map again (with it's skybox now) and it's still no wonder it takes an awfull long time to compile. Skyboxing isn't only going to drive compile times even higher but it's likely in-game performance will suffer as well.
Commented 18 years ago2006-04-11 09:58:46 UTC
in vault item: aim_m4a1Comment #11478
Here are some ideas about weapons laying on the ground:
1) Use armoury_entity for weapons to lay on the ground;
2) Use an auto-buyer, with four things: multi_manager, player_weaponstrip, game_player_equip and info_map_parameters. For explain using them check "Equiping weapons in CS" tutorial by Peace and Love.
Commented 18 years ago2006-04-09 18:15:55 UTC
in vault item: Shadow ExampleComment #11467
make sure you look at the vmf, the LOS doesnt make them not see you, its a trick, us trigger_proximity to turn a ai_relationship on and off, it works well, only make one and then copy it
Commented 18 years ago2006-04-09 09:39:19 UTC
in vault item: Freeman's TombComment #11462
Very awesome. At time I was confused where to go especially the darker areas, but I found myself around. Game play is pretty nice, scary at times. Overall great work. Only thing I am concernd about is the very dark places, but hey, makes it harder.
Commented 18 years ago2006-04-09 08:10:00 UTC
in vault item: de_simcComment #11452
Wow. What a project.
The architecture and idea overall are pwn, no doubts there. Also, a lot of the textures are very good too. However, the repetetive lighting really really make the plain wall textures boring.
A few parts of the map seemed out of scale too... Namely the desks in the classroom and the pipe leading to the upper windows.
The good points however vastly out-weigh the bad points. I love the computer room thingy... Playing Blast Pit, mapping AND browsing TWHL using Opera <3 at the same time?! cool.
The spiral staircase was teh pwn also... And the size of the map will certainly make for some interesting gameplay.
Last thing i suppose i could comment on would be the 1337 use of ambient sounds. Very nice, and the panoramic sky is great. Is that your actual city?
Pwn, but could be a lot better with better lighting...
Commented 18 years ago2006-04-09 07:56:45 UTC
in vault item: aim_ak-deagleComment #11451
Right. Well, i must say, for a first map this is actually very good, architecturarly speaking... Naturally, it suffers from all the normal first-map errors, but i can see you really are enthusiastic about mapping and you put a lot of effort into this...
Here are several things you should look into for your next map.
1) Light sources... Your lights come from nowhere. Add an actual physical light brush instead of just an entity.
2) Texture alignment... I was impressed by your architecture (i couldn't do that in my first map) but it was ruined by very sloppy texture alignment. Shift + A brings up the Texture face tool, use it to align textures.
3) architecture... Like I already said, nice in some places, but honestly, the map was really boring... If you're going to use so few textures, make some interesting architecture. Things as simple as bumps in the walls will make a map a whole lot better.
4) Size... For an aim_map, this map is tiny... That will slaughter the gameplay and i doubt rounds would last longer than 30 seconds
5) More cover... Not crates though. Far too many maps are just filled with crates. they're boring and annoying. Try to find an original way of providing cover for the players.
Commented 18 years ago2006-04-07 20:32:11 UTC
in vault item: sk_bombplantingComment #11448
Nah posting ur first map is ok if u put more effort int it. Its best to build on your original thought with your imagination wide open and ready for action
Commented 18 years ago2006-04-07 13:54:49 UTC
in vault item: On the run with barneyComment #11447
I'm sorry to say that the finnished version (without lights and cubemaps so far) will be delayed do loads of,, very strange bugs. I might be stuck, I don't know, but if anything happens wich I can't fix I'll post it in the forum.
Commented 18 years ago2006-04-07 04:05:30 UTC
in vault item: cs_poltergeist2Comment #11445
A bit late, but better than never, I guess. ********************* + Architecture. The rooms, outside areas were all very well-made. I liked the props/furniture, etc. It was all really great. The corridors weren't too repetative, because of the great architecture and detail. The stairs in the main room with the jesus statue could have railings, although if you've skipped them due to the high r_speeds in the area, I understand.
+ Texturing. Superb work. The worn-off plaster textures in the corridors, the wood textures, the paintings, etc. It was all great.
+ Ambience. The.Best... ever. From the wind sounds to the fake footsteps in the library (great touch). It was perfect. ***************** +/- Layout. It wasn't too complex, although some directions would have been nice. **************** - Gameplay. Here start the cons. Now I understand that you had to keep the atmosphere as scaryas possible, although still - this map is just TOO DARK for mp. The layout isn't too complex, although the split up hostages make the gameplay a bit T-balanced (they can't hostage camp, though). ****************** Overall - the spookiest map for CS, I've seen yet. If it was SP - i'd give it 5 stars, without doubt, although it's MP and MP maps depend much on gameplay, not only good looks and atmosphere. And the gameplay wasn't the map's strong part. 4*.
Commented 18 years ago2006-04-06 16:48:00 UTC
in vault item: PANDEMIC Main HallComment #11444
Think about a game you have played that had a mansion or chateau or something in it. Return to castle wolfenstein had an excellent chateau. They Hunger had great mansion chunks as well. Also when designing something that might look realistic, it helps to draw it out first, and really think about it. Basically you're designing a freaking house lol Imagine if there was an exterior, if the mansion was built on slopes would there be any rooms that dip below others with stairways? What I'm saying is make it architecturally interesting, instead of being symmetric.
Commented 18 years ago2006-04-06 10:57:44 UTC
in vault item: On the run with barneyComment #11443
Not everyguy who plays the map, you just need to type 'builldcubemaps' before you submit it here, then it will be done for everyone. I think you could of fixed the lighting atleast before you submitted it here too. Other than that, the scripts and stuff you included makes this a promising map.
Commented 18 years ago2006-04-06 07:11:50 UTC
in vault item: On the run with barneyComment #11442
Habboi: Do you mean that every guy who plays the map needs to type "buildcubemaps" in the console? How lame. Is there a solution? Maybe I could put in a client command?
The sounds where supposed to be normal HL2 sounds,
Gunter: Could you tell me where I can find these holes so I can patch them up? I found two today. 1. where the ladder is. 2. building on the right to the bridge, you could see behind it.
Commented 18 years ago2006-04-06 03:25:14 UTC
in vault item: PANDEMIC Main HallComment #11438
come up with your own realistic demensions, like 64x112 for doors, 8 unit height for stairs, etc. Having "real world" textures that haven't been edited a lot can also help. Think about what real places normally have in them, go into stores, or just around your house, and look for the things you don't ordinarily notice, then try and use them somehow into your map.
Commented 18 years ago2006-04-05 21:26:59 UTC
in vault item: PANDEMIC Main HallComment #11436
Sorry for double post, but does anyone have any suggestions on how to map realistic places. I don't have much experience in mapping like this. I map mostly abstract and futuristic type things (which will come in useful later in the map).
Commented 18 years ago2006-04-05 21:20:15 UTC
in vault item: PANDEMIC Main HallComment #11435
Thank you very much for the comments, it's helping me immensly and yeah I've cut down the wpolys so they're "ok" Right now, the highest wpoly i get is around 2000.
Commented 18 years ago2006-04-05 17:05:10 UTC
in vault item: cs_schoolComment #11432
Some neat stuff.
This map definitely gives me the feeling that It's a school, which is great. I like the auditorium and the gymnasium, but they could both use some more detail work and props to make them look nicer.
The red emergency lights are appropriate, but you should make some props that look like emergency lights, and then make that texture a textlight. Only use pointlights if you need an effect like blinking or flickering.
I understand the high r_speeds in the aud, considering all the nice chair props :), but the r_speeds are in the 1500s in the hallways too. A properly placed hint brush or some redesign might help. For a multiplayer game, you should try to keep the r_speeds as low as you can, but since everybody has faster machines these days, I'm not really sure what limit you should set for yourself. I try to keep wpolys below 1000 personally...
LoL having the bomb by the hosties is interesting...
You might want to add some lockers and other detail items/props to make it more school-like.
All in all a very good start. I like the layout, and general feel to the map.
Commented 18 years ago2006-04-05 14:09:17 UTC
in vault item: On the run with barneyComment #11430
"Not terrible, but not that outstanding." Would basically sum up this map so far. There were a lot of holes in the level, wich i mean both literally and figuratively. Theres plenty of room for improvement and i look foreward to the finished product.
Commented 18 years ago2006-04-05 14:04:36 UTC
in vault item: On the run with barneyComment #11429
Yeah I heard them...They sounded like normal HL2 sounds?...
Anyway "I really suck at using cubemaps." - Whats to know except just place one in each room or area at player height. Then when map starts type buildcubemaps, let it do its thing and then host map for us to download.
Commented 18 years ago2006-04-05 13:44:31 UTC
in vault item: On the run with barneyComment #11428
Oh, you managed to get over the map edge after all? ^^ I thought I patched it al up with nodraws.
Thanks for the review, I promise you, you won't regret the 4. I'll just fix the light, and, well, I really suck at using cubemaps. I'll also add some detail.
I'm glad you noticed the four advanced setups I've been working with. I worked my ass off. The gun wasn't very hard, I can recommend a tutorial at akilling.org. By the way, could you hear the talking scenes? Like when barney said "U oh, here they come" in the beginning? Else there's something wrong with the extraction thingy. It has a scene file included wich adds the file "Scenes/madcow" wich has 3 scenes in it.
Anyways, I'll finnish it when I don't got any homework to do.
Commented 18 years ago2006-04-05 13:30:10 UTC
in vault item: On the run with barneyComment #11427
Short but entertaining for a few minutes... As soon as I connected I noticed it lacked cubemaps but since this is just a test I'll overlook it however you should try to impress people.
It certainly was actiony and there were some clever entity work: 1. Gun 2. Car enemy 3. House exploding 4. Sniper
Anyway what put me off was the lighting heh and the detail...Just work on that and it will be quite good. I know you said not to comment on it but screw you
Apart from that..It was hard but fun also...I can't imagine where you are going to move on from here since it is a rather how can I put it...Unique map?...
3.5/5 so I'll give you a 4 but I'm pushing it really...
Skyboxing isn't only going to drive compile times even higher but it's likely in-game performance will suffer as well.
Ah, here's that reply of mine:
http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=11107&pg=1
1) Use armoury_entity for weapons to lay on the ground;
2) Use an auto-buyer, with four things: multi_manager, player_weaponstrip, game_player_equip and info_map_parameters. For explain using them check "Equiping weapons in CS" tutorial by Peace and Love.
Put a screenshot please.
I didn't think it was so great without the shadow myself. But..
I've edited the scene now!
I'll upload it shortly
Brilliant example!
I orginially thought it would blcok the npc seeing you but learned it wouldnt
That doesnt make sense
What does the LOS do then?
I had no idea what LOS was untill now, that's great!
Finnaly I can do my stealth map idea!
You pwn man
4 Stars
Texture Alignment: I already used it, but not at maximum
I'll keep on the good way, doing the good work.
BTW im fixing this alone since nobody wanted to help.
The architecture and idea overall are pwn, no doubts there. Also, a lot of the textures are very good too. However, the repetetive lighting really really make the plain wall textures boring.
A few parts of the map seemed out of scale too... Namely the desks in the classroom and the pipe leading to the upper windows.
The good points however vastly out-weigh the bad points. I love the computer room thingy... Playing Blast Pit, mapping AND browsing TWHL using Opera <3 at the same time?! cool.
The spiral staircase was teh pwn also... And the size of the map will certainly make for some interesting gameplay.
Last thing i suppose i could comment on would be the 1337 use of ambient sounds. Very nice, and the panoramic sky is great. Is that your actual city?
Pwn, but could be a lot better with better lighting...
Here are several things you should look into for your next map.
1) Light sources... Your lights come from nowhere. Add an actual physical light brush instead of just an entity.
2) Texture alignment... I was impressed by your architecture (i couldn't do that in my first map) but it was ruined by very sloppy texture alignment. Shift + A brings up the Texture face tool, use it to align textures.
3) architecture... Like I already said, nice in some places, but honestly, the map was really boring... If you're going to use so few textures, make some interesting architecture. Things as simple as bumps in the walls will make a map a whole lot better.
4) Size... For an aim_map, this map is tiny... That will slaughter the gameplay and i doubt rounds would last longer than 30 seconds
5) More cover... Not crates though. Far too many maps are just filled with crates. they're boring and annoying. Try to find an original way of providing cover for the players.
Yeah, so overall, it shows promise. Keep at it
This deserves my download. I'll comment after playing
I might be stuck, I don't know, but if anything happens wich I can't fix I'll post it in the forum.
*********************
+ Architecture. The rooms, outside areas were all very well-made. I liked the props/furniture, etc. It was all really great. The corridors weren't too repetative, because of the great architecture and detail. The stairs in the main room with the jesus statue could have railings, although if you've skipped them due to the high r_speeds in the area, I understand.
+ Texturing. Superb work. The worn-off plaster textures in the corridors, the wood textures, the paintings, etc. It was all great.
+ Ambience. The.Best... ever. From the wind sounds to the fake footsteps in the library (great touch). It was perfect.
*****************
+/- Layout. It wasn't too complex, although some directions would have been nice.
****************
- Gameplay. Here start the cons. Now I understand that you had to keep the atmosphere as scaryas possible, although still - this map is just TOO DARK for mp. The layout isn't too complex, although the split up hostages make the gameplay a bit T-balanced (they can't hostage camp, though).
******************
Overall - the spookiest map for CS, I've seen yet. If it was SP - i'd give it 5 stars, without doubt, although it's MP and MP maps depend much on gameplay, not only good looks and atmosphere. And the gameplay wasn't the map's strong part. 4*.
Do you mean that every guy who plays the map needs to type "buildcubemaps" in the console?
How lame.
Is there a solution?
Maybe I could put in a client command?
The sounds where supposed to be normal HL2 sounds,
Gunter: Could you tell me where I can find these holes so I can patch them up?
I found two today.
1. where the ladder is.
2. building on the right to the bridge, you could see behind it.
HL2 filefront still has Day13 hosted if you want to go get it.
You get the rowleybob award for highest wpolys
Some very nice architecture that would probably be better done in source
This map definitely gives me the feeling that It's a school, which is great. I like the auditorium and the gymnasium, but they could both use some more detail work and props to make them look nicer.
The red emergency lights are appropriate, but you should make some props that look like emergency lights, and then make that texture a textlight. Only use pointlights if you need an effect like blinking or flickering.
I understand the high r_speeds in the aud, considering all the nice chair props :), but the r_speeds are in the 1500s in the hallways too. A properly placed hint brush or some redesign might help. For a multiplayer game, you should try to keep the r_speeds as low as you can, but since everybody has faster machines these days, I'm not really sure what limit you should set for yourself. I try to keep wpolys below 1000 personally...
LoL having the bomb by the hosties is interesting...
You might want to add some lockers and other detail items/props to make it more school-like.
All in all a very good start. I like the layout, and general feel to the map.
Anyway "I really suck at using cubemaps." - Whats to know except just place one in each room or area at player height. Then when map starts type buildcubemaps, let it do its thing and then host map for us to download.
Easy...
I thought I patched it al up with nodraws.
Thanks for the review, I promise you, you won't regret the 4.
I'll just fix the light, and, well, I really suck at using cubemaps.
I'll also add some detail.
I'm glad you noticed the four advanced setups I've been working with.
I worked my ass off.
The gun wasn't very hard, I can recommend a tutorial at akilling.org.
By the way, could you hear the talking scenes?
Like when barney said "U oh, here they come" in the beginning?
Else there's something wrong with the extraction thingy.
It has a scene file included wich adds the file "Scenes/madcow"
wich has 3 scenes in it.
Anyways, I'll finnish it when I don't got any homework to do.
As soon as I connected I noticed it lacked cubemaps but since this is just a test I'll overlook it however you should try to impress people.
It certainly was actiony and there were some clever entity work:
1. Gun
2. Car enemy
3. House exploding
4. Sniper
Anyway what put me off was the lighting heh and the detail...Just work on that and it will be quite good. I know you said not to comment on it but screw you
http://img334.imageshack.us/img334/5372/maze0500017jx.jpg
I noticed some silly mistakes...
http://img439.imageshack.us/img439/1277/maze0500046am.jpg
This was a nice touch.
Apart from that..It was hard but fun also...I can't imagine where you are going to move on from here since it is a rather how can I put it...Unique map?...
3.5/5 so I'll give you a 4 but I'm pushing it really...