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...
Commented 18 years ago2006-04-04 15:48:25 UTC
in vault item: PANDEMIC Main HallComment #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 HallComment #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 ago2006-04-03 19:46:28 UTC
in vault item: PANDEMIC Main HallComment #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 06:33:02 UTC
in vault item: JungleRiverFalls12Comment #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 HallComment #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: JungleRiverFalls12Comment #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 03:41:24 UTC
in vault item: PANDEMIC Main HallComment #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 ago2006-04-01 12:58:19 UTC
in vault item: surf_water-run2Comment #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... 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: JungleRiverFalls12Comment #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 02:50:15 UTC
in vault item: Leaks in cs_timevilleComment #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 ago2006-03-31 19:45:54 UTC
in vault item: glass_warComment #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.
Commented 18 years ago2006-03-30 16:24:40 UTC
in vault item: cs_miamiComment #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_rtblockComment #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 ago2006-03-29 23:42:11 UTC
in vault item: Zombie AttackComment #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.
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...
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.
Don't do that, its not nice. I almost got Banned for it.
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.
-DfivestringerM
http://www.cstrike-planet.com/maps/975#comments
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...
I dont know is it allowed to reveal where is awp, so im not gonna tell... =)
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!
btw try texture lighting.
browse the forums or check the tuts.
5 star
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.
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...
Make the latches func_door_rotatings, connected to the bottom of the box that doesn't move, of course
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
http://twhl.co.za/mapvault_map.php?id=3806&dl=1
I wish map vault had edit button
Email me the file and I'll host it up on my server instead.