Comments

Commented 18 years ago2006-04-04 15:48:25 UTC in vault item: PANDEMIC Main Hall Comment #11425
It didn't feel very..hmm..mansionish to me. It sort of felt like i was in like a museum or something. From the looks of it, it seemed like you built the main walls and the ceiling, and then filled the room up with stuff. Try building realistic layouts and rooms, and add off of those. Having a set constraint takes away from the potential of the map. I dunno, if you cut the huge ceiling off, I might of had a different opinion. That ceiling just doesn't say "mansion" to me.

Also, if you are looking to make it scary, you might want to try a different color scheme. The colors of the textures you are using are very..hmm..warm and comfy. Make the lighting darker, even sometimes akward. If you are going to keep the curent lighting, make sure to light the areas under the walkways, I thought I saw doors under there, and make the ceiling not so bright and overpowering. -Just a little idea, have a board squeek when you walk on it every now and then.
Commented 18 years ago2006-04-04 12:25:14 UTC in vault item: PANDEMIC Main Hall Comment #11424
Ok, so after I played it again, I didn't notice the different floor texture... looked exactly the same to me. Also, this would just be for a little realism, but it says in the beginning that you come through a door, and it dissapears behind you, but when you turn around, the wall is curved where the door would have been. It's not likely there would have been a door on a surface like that (I've never seen a door mounted in a curved wall).
Commented 18 years ago2006-04-04 12:13:08 UTC in vault item: PANDEMIC Main Hall Comment #11423
You could use the method that involves placing several ambient_generics around the map. It couldn't be an mp3, though.
Commented 18 years ago2006-04-03 19:46:28 UTC in vault item: PANDEMIC Main Hall Comment #11422
I cut down on the r_speeds drastically and now it runs at a considerable 100 fps in 90% of the map. The other 10% runs at about 80 fps. I did change the floor texture and Halflife recognizes Half-Life01.mp3 as the 2nd track on the cd. I do not know how to use an mp3 otherwise.
Commented 18 years ago2006-04-03 16:20:23 UTC in vault item: Freeman's Tomb Comment #11421
I'm willing to bet $100 that you are Oracle's alternate account.

Don't do that, its not nice. I almost got Banned for it.
Commented 18 years ago2006-04-03 06:33:02 UTC in vault item: JungleRiverFalls12 Comment #11420
Stop bumping this map to the top of the list...unless your goal is to annoy people ;)

Apply what you've learned to your next map, and then post that one. You'll find as your mapping skills become better, you older maps will seem worse and worse, and most times they aren't worth trying to improve.
Commented 18 years ago2006-04-03 05:41:52 UTC in vault item: PANDEMIC Main Hall Comment #11419
This looks really nice, but I have to agree with Strider about the wood floor texture. Remember to turn that flash of when taking texture pictures! The blending on the wood floor and wall textures is also a little poor. One last thing: that song included has the same filename as an original one. Change it!
Commented 18 years ago2006-04-02 23:16:46 UTC in vault item: JungleRiverFalls12 Comment #11418
Ooops sorry about the incorrect posting. Thanks also about the new ideas tip. I have several maps now that I will finish tweaking and get them on for all the helpful advice. I am working on a new Pyramid scheme that I will have done soon so I will post it. thanks to you all again,
-DfivestringerM
Commented 18 years ago2006-04-02 16:16:43 UTC in vault item: de_sustenance Comment #11417
This is a comment on this map at CStrike Planet. This map is on their pub server map rotation.
http://www.cstrike-planet.com/maps/975#comments
Commented 18 years ago2006-04-02 13:21:38 UTC in vault item: cs_school Comment #11416
I'll get a new one up soon
Commented 18 years ago2006-04-02 10:38:55 UTC in vault item: PANDEMIC Main Hall Comment #11415
Yes, I'm cutting down on all the polygons. Though I've used the same style of ceiling in other maps with good rspeeds.
Commented 18 years ago2006-04-02 03:50:51 UTC in vault item: he_bymurdarule Comment #11414
wtf?I never did something like that to you satchmo and I never will.
Commented 18 years ago2006-04-02 03:46:07 UTC in vault item: cs_school Comment #11413
woa, the screenshot looks very dark
Commented 18 years ago2006-04-02 03:41:24 UTC in vault item: PANDEMIC Main Hall Comment #11412
Well it looks very nice, it's little wonder rspeeds are so bad with all those smooth arches and the scale of the ceiling. You should really change the wooden floor texture, it looks far to repetitive with the shine on it.
Commented 18 years ago2006-04-02 03:32:33 UTC in vault item: Freeman's Tomb Comment #11411
shut up dont discouridge him i want to play part 2
Commented 18 years ago2006-04-01 18:27:23 UTC in vault item: sk_Sniper Comment #11410
Don't post your second map.
Commented 18 years ago2006-04-01 18:26:36 UTC in vault item: sk_bombplanting Comment #11409
Don't post your first map.
Commented 18 years ago2006-04-01 18:24:55 UTC in vault item: Freeman's Tomb Comment #11408
That was okay man...

There really wasn't very much Artistic Brushwork, but a hell of a lot of scripting.

I say you learn how to make like an arcitect before you try and make a mappack again.

Good job though...
Commented 18 years ago2006-04-01 12:58:19 UTC in vault item: surf_water-run2 Comment #11407
BTW i think it is very hard place to find... You should attach one more video how to come and pickup that AWP... And that tiny room isn't very textured or my computer is bugged... everything is black inside so you dont know where are you... :D
I dont know is it allowed to reveal where is awp, so im not gonna tell... =)
Commented 18 years ago2006-04-01 05:38:20 UTC in vault item: JungleRiverFalls12 Comment #11406
Here's a few little tips:

Don't create so many remakes of maps. People will lose interest in them. Even if you have made changes that you think improve the overall experience, for most people it's not enough to justify the re-downloading.

Don't limit yourself to one idea. It's usefull in the beginning to try and experiment with many different enviroments and locations, and you get to see how well the engine (and you) can handle them.

And last of all, don't be afraid to post your newbie maps on TWHL, that's what it's for anyway!
Commented 18 years ago2006-04-01 04:52:57 UTC in vault item: surf_water-run2 Comment #11405
Hey Mario i found the AWP.... :P Nice place.... haha
Commented 18 years ago2006-04-01 02:50:15 UTC in vault item: Leaks in cs_timeville Comment #11404
well i found one problem already. Theres a func_water in the well. Its in the void. Bad. the skybox.. even worse.. drives your compile times through the roof. email me the textures and i'll see if i can help u at all.

btw try texture lighting.
browse the forums or check the tuts.
Commented 18 years ago2006-04-01 02:46:23 UTC in vault item: Leaks in cs_timeville Comment #11403
.< dont skybox
ill look at the .rmf see if i can see any leaks
Commented 18 years ago2006-04-01 00:42:27 UTC in vault item: de_simc Comment #11402
I have a question...why is this school better than my actual school itself?
5 star
Commented 18 years ago2006-03-31 19:45:54 UTC in vault item: glass_war Comment #11401
When I first was in your map, I was ready to give it a bad review. After furher investigation I have come to the conclusion it is a sufficient multiplayer map. I enjoyed the valve raising the water, and the map layout for gameplay.

Pro/Con table:

Gameplay and originality: Pro
Clean brushwork: Pro
lack of detail: Con
Repititive enviornment and texture choice: Con

I suggest adding more architextural structure to the walls. More source elements would be a nice touch too.

Instead of using func_breakable for the glass, make them func_breakable surf.

I would give this map a 2 and a half overall.
Commented 18 years ago2006-03-31 19:43:47 UTC in vault item: JungleRiverFalls12 Comment #11400
Yeah, this map is obviously for Counter-Strike ONLY!
Commented 18 years ago2006-03-31 08:45:50 UTC in vault item: de_rtblock Comment #11399
How can I adjust it. I also think it is dark, but it would be weird to put outdoor lighting in the middle of the road :P .
Commented 18 years ago2006-03-31 00:01:42 UTC in vault item: cs_miami Comment #11398
Of course. I dont overlook things like that. I think the shiny quality looks very good. Its due to the lighting above.
Commented 18 years ago2006-03-30 23:30:38 UTC in vault item: cs_miami Comment #11397
Shiny huh? Did you build cubemaps?
Commented 18 years ago2006-03-30 20:07:06 UTC in vault item: Zombie Attack Comment #11396
Yeah, i just think it cou use just a few more small details. Still rather fun though.
Commented 18 years ago2006-03-30 19:25:51 UTC in vault item: JungleRiverFalls12 Comment #11395
When you post maps, make sure to make the little icon match your game. This map is obviously for CS, not HL1. Just helps people search more efficient.
Commented 18 years ago2006-03-30 16:24:40 UTC in vault item: cs_miami Comment #11394
Well done. The map looks nice and the brushwork looks clean. There's a glitch in the outside area with a nodraw texture but it's hard to notice. Lighting outside is better than inside. I think the interiors are too gloomy, and the multiple fluorescents (with point lights??) dont help much.
Its only a personal opinion, but I dont really like the textures used inside. The wall textures get a bit repetitive, and the wood floor textures (are they official?) are way too shiny...
Commented 18 years ago2006-03-30 03:05:08 UTC in vault item: de_rtblock Comment #11393
Judging from the screenshot, it's incredibly dark. Personally, I don't like dark maps. Having to buy the nightvision goggles is a pain in the arse. Also, your lighting doesn't suit the skybox. Adjust your light_environment to better match the skybox (which looks like a sunset to me).
Commented 18 years ago2006-03-30 00:35:20 UTC in vault item: Zombie Attack Comment #11392
there are some bugs I know but its more about a neat atmosphere and worrying about the zombies coming in to kill you than those small details ;)
Commented 18 years ago2006-03-29 23:42:11 UTC in vault item: Zombie Attack Comment #11391
Well, this isn't the most creative map in the world wich makes it a tad boring. and there are a few technical problems like the leak in the ceiling of the hole where you get the turret, and the fact that you can shine your flashlight into the vent where the headcrabs come out, and just see a spawn hole rather then an entire vent. Although i did enjoy myself to a certain extent as i blew up large amounts of zombies in a small space. I'll give it three stars.
Commented 18 years ago2006-03-29 10:51:39 UTC in vault item: cs_miami Comment #11390
wow, looking hot
Commented 18 years ago2006-03-29 09:08:02 UTC in vault item: cs_miami Comment #11389
Yes there is a nav file, and its edited so the bots dont do their little stupid things. :)
Commented 18 years ago2006-03-29 03:02:08 UTC in vault item: HL2 Supply Crate for HL1 Comment #11388
You could make it quite elaborate without using Spirit.

Make the latches func_door_rotatings, connected to the bottom of the box that doesn't move, of course :)
Commented 18 years ago2006-03-29 02:59:35 UTC in vault item: cs_miami Comment #11387
K. That last link you posted works.

I'm sorry that I won't be able to playtest this because I don't have HL2 installed at all :(

Looks great from screeneh :)
Commented 18 years ago2006-03-29 02:54:24 UTC in vault item: cs_miami Comment #11386
Do you have a NAV yet for this map?
Commented 18 years ago2006-03-29 00:32:34 UTC in vault item: cs_miami Comment #11385
Try using this link if the above wont download

http://twhl.co.za/mapvault_map.php?id=3806&dl=1

I wish map vault had edit button
Commented 18 years ago2006-03-29 00:19:40 UTC in vault item: cs_miami Comment #11384
OK Rabid. What do you mean that it wont dl? Well, Ill email it to the email you have in your profile
Commented 18 years ago2006-03-29 00:07:35 UTC in vault item: cs_miami Comment #11383
I can't, it wants me to download the mapvault's PHP system instead.

Email me the file and I'll host it up on my server instead.
Commented 18 years ago2006-03-28 23:52:31 UTC in vault item: cs_miami Comment #11382
RIGHT CLICK AND SAVE TARGET AS.
Commented 18 years ago2006-03-28 21:25:02 UTC in vault item: sk_Sniper Comment #11381
Oh well, you should have seen MY first maps. eugh!
Commented 18 years ago2006-03-28 12:53:30 UTC in vault item: Zombie Attack Comment #11380
oh dear turret, you are my best friend :P
Commented 18 years ago2006-03-28 09:32:41 UTC in vault item: HL2 Supply Crate for HL1 Comment #11379
if i tried it in spirit i could make it really good. like you said, with latches and stuff.
Commented 18 years ago2006-03-28 05:40:45 UTC in vault item: de_sustenance Comment #11378
It's a nice map for 4 on 4. The detail level is above average. The map is good for some firefights. 4 Stars
Commented 18 years ago2006-03-28 05:39:21 UTC in vault item: Zombie Attack Comment #11377
Yeah I was doing alright without the turrent.Once i accidently shot the wall and found it, the map became pretty easy.
Commented 18 years ago2006-03-28 05:27:38 UTC in vault item: Zombie Attack Comment #11376
Oh yeah and it could have used a little bit more detail.