Commented 18 years ago2006-03-27 17:27:23 UTC
in vault item: More TripminesComment #11372
I love your copious use of decals and the idea for the elevator floor lights is excellent, if a bit unpolished.
Place some props that look like buttons inside the elevator--you don't need any more actual buttons of any sort, because your current ones work from both sides of the door.
Check out atom and andy's elevator--train--tutorials if you want to get fancier...
As for the rest of the map, I have not the energy to address it--sorry!
Commented 18 years ago2006-03-27 17:24:51 UTC
in vault item: fy_evilpyramidComment #11370
Some really pretty stuff.
Lighting and water makes for some nice ambience. I apologize that I can't comment on any sounds you might or might not've had, because I had music blaring while playtesting your map
The underwater parts are very nicely done too.
The major thing I would concentrate changing on this would be the pyramid texture. It should be interlocking stone, not what you have.
I would try to keep the colors the same, because they look nice imo.
Can't comment too much on the gameplay, 'cause I haven't played it, and it is an FY map, so it probably works. Perhaps a little too wide open in the center...
Neat weapons placement.
Last random hint, would be to lower the level of the water in the center pool, or decrease the wave height, as you can see the "blanket" of water.
Commented 18 years ago2006-03-27 16:15:36 UTC
in vault item: sk_SniperComment #11369
Only by looking at the screenshot.... I TOTALLY AGREE with The Hunter..... Remembering his words..."Its shit. Its a box, its 4 textures. Its appaulingly bad and doesnt deserve to be in the map vault." I can't describe it more perfectly.......
Commented 18 years ago2006-03-27 11:18:18 UTC
in vault item: de_sidewalkComment #11365
I going to release a small update soon. It will have decals showing the way the the bombsites. I will also remove the HDR cause it have only been trouble.
Commented 18 years ago2006-03-27 11:18:02 UTC
in vault item: Zombie AttackComment #11364
yeah, wasnt sure how to make it obvious that the secret was there, I found that setting the turret up on the falling headcrabs from behind and just fighting off the zombies worked best but the poison headcrabs made it exta interesting
Commented 18 years ago2006-03-27 10:59:42 UTC
in vault item: Zombie AttackComment #11363
It was alright, the first time I didn't find the 'secret'. No way I can hold of headcrabs that bring me to 1 hp will I have no real walk area to get away from all the other nasty headcrabs.
When I did found out the secret it was pretty easy. Just put the turret, in front a large box and it's just a matter of waiting. When the turret got the destroyed and all the lil' headcrab came to me I just used my gravity gun and they couldn't kill me.
In other words, without secret, to hard, with secret, to easy.
Commented 18 years ago2006-03-27 06:53:12 UTC
in vault item: Leaks in cs_timevilleComment #11361
Technically - you CAN have 512x256 textures, although it's not recommended. Agreed with Rowleybob. I bet, that most of the textures you used from the different wads could have been replaced with simmilar ones from cstrike/halflife.wad Keep the textures that you REALLY need.
Commented 18 years ago2006-03-26 20:42:24 UTC
in vault item: de_sustenanceComment #11360
I agree with satchmo. The average framerate was 30. I dont see any reason why it would be like that. Also, buildcubemaps, and add more cubemaps. Its good, but you really need to optimize! Hint brushes, area portals, snapping verticies to grid, Func_details, lower lightmap scales, etc. I give it a 4 out of 5, but if its meant for multiplayer and not for looks, then it gets a 3.
Commented 18 years ago2006-03-26 19:03:08 UTC
in vault item: Leaks in cs_timevilleComment #11359
You're usin WAY too many wads--THE ABSOLUTE MAXIMUM IS 8, And there is no reason to have that many!! Take the textures you need from each wad and place them in ONE, would be my advice.
Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
Your texture sizes shouldn't be any bigger than 256x256..
Commented 18 years ago2006-03-26 13:40:26 UTC
in vault item: de_sustenanceComment #11356
I second Kasperg with the cubemaps. The shiny wooden floor in the dark corridor looks odd.
I also forgot to mention that the framerate is a bit low for this map. Even though it's not a large map, sometimes the framerates dip to the 30's for me (with no one playing). For reference, I am usually in the 100's for the official Turtle Rock maps.
Commented 18 years ago2006-03-26 12:29:45 UTC
in vault item: de_sustenanceComment #11354
Nice detail and good brushwork. Good texturing too, and props (although annoying sometimes) were well chosen. The map has a bit of a maze-like feeling to it, so I kind of miss a reference point telling me where I am in the map (maybe a tall building, something in the skybox etc) I dont know if it's only me, but some places seem to have absolutely no cubemaps in them! (wooden floors in a dark part of the map)
Commented 18 years ago2006-03-26 04:31:07 UTC
in vault item: de_sustenanceComment #11350
Just played it with some bots. Even though it's a small map and it doesn't have any vertical combat in the map, it provides good entertainment. The gameplay is best described as "fast and furious".
I like the underwater bombsite. It makes interesting gameplay. And it's fun to see the blinking red light of the bomb under murky water.
I also enjoyed the unique look of the map. It has a style of its own, instead of just borrowing the theme from the stock maps. There are enough details to make the map good-looking and realistic.
However, I wish the prop_physics were made into prop_physics_multiplayer. The constant bumping of the phys objects is a distraction during a fire-fight.
Commented 18 years ago2006-03-25 10:28:39 UTC
in vault item: Freeman's TombComment #11347
I thought this was a pretty awesome map. And I didn't think the lighting was bad, just like other maps that have a horror/mysterious setting. The sound was really good too. The ghost scis even have their own custom sound! The beginning sounds were pretty cool too. They give a weird, mysterious effect. The story was good too, plenty of text to unfold it. There was 2 things though, when you get to a certain part, it says that there are no more ghosts ahead. It should say there are more ghosts ahead. (: lol, near the end, in Freeman's tomb, I fell off the invisible steps and went into the clip where all his weapons were. But those mistakes aren't really important enough to recompile the entire thing. And the mapping was good too, like the see-through floor, the suit and crowbar chambers, the walls, and so on. I also liked the mysterious and scary atmosphere. Good Map! can't wait for 2.
Commented 18 years ago2006-03-25 07:07:10 UTC
in vault item: sol_arenaComment #11346
Hmm, I'm late with this map but here are my comments, made while judging the map:
Wadinclude please. It's easier to distribute that way and using the -wadinclude parameter only puts used textures from the specifiec .wad into the map, so it's probably smaller as well.
Interesting look, feels Unreal. Nice use of colored lighting, too.
Weapon placement feels a bit too uneven spread, item placement looks ok. Some weapons and items were put on stacks, I mean, very close to each other in niches, while the long hallways lacked weapons a bit.
Nice use of vertical combat, but most of the map doesn't take advantage of it. There's 2 or 3 places where you used this and those were the area's I think will be most interesting to fight in.
Feels like it's mostly corridors, combat is probably not very focussed. And with so many corridors, why isn't there a longjump? Corridors were too long and I think combat in those 'vertical' area's is much more interesting, so I would've cut down on the number and length of corridors and increased the amount of such combat area's.
Lacks sound. Some sounds can get annoying quickly so this wasn't the worst map in terms of sound, but a little ambience would be a nice extra touch.
Nice impression, but probably just average in gameplay. Too bad, as it has a solid style.
TECH STUFF (meant as advice):
Compiled with old tools? -> switch to Zoners or more recent (sky wasn't auto-clipped?)
Skyboxed. Absolutely no need for that, not skyboxing will save compile time.
Small objects like light fixtures -> func_walls. Saves compile time. Also improves performance, though just a little bit.
Commented 18 years ago2006-03-24 16:58:36 UTC
in vault item: Fy_RookComment #11343
If you make the door out of 2 layers with a space between them, I think it will block bullets--if you're interested.
If you want to make the pipes, brush them about the x or y axis, and after they're complete, rotate in 15 degree incements--hold the SHIFT key down whilst roatating. Should work...
Commented 18 years ago2006-03-23 22:43:10 UTC
in vault item: Fy_RookComment #11339
The pipes were spewing out really bad vertex problems when the map compiled. they were so bad hlfix didnt get rid of them. so i made an executive decesion to get rid of them.
NO the sliding doors do not block bullets. Its just a way to make a sneak attack on some unsuspecting c-t's ambushing the castle (rook)
I can see youv'e used the source details and even added a "3d skybox"!!! (There is a problem i found with it, near bombsite, you can see through it, im sure youve already found this)
Commented 18 years ago2006-03-23 19:00:00 UTC
in vault item: Freeman's TombComment #11337
I give you the clue.... after you escape from the trap.... there's at your left, in that little dark corner, a passage hidden by an illusionary wall.........what comes after, it's up to you to find it. Good Luck!!!
Commented 18 years ago2006-03-23 16:35:37 UTC
in vault item: Fy_RookComment #11333
You get the look of a HL2 map (no bump mapping :o) But the good playabilty of a cs 1.6 map Unless it doesnt play good which i have no idea if it does or not.
if only someone has a server..
This comment was made on an article that has been deleted.
Superb detail works and texture choices makes you feel like you actually in a girls room!
Nice doodads: Toggable fan, mouse trap, light switch...
And though the exterior parts are fabulously done, the interior parts are very blah by comparison.
I can't commen on your sounds or lack therof, becuase I had music blaring in my ear while playtesting your map--sorry!
Superb stuff, and very "pretty"
Place some props that look like buttons inside the elevator--you don't need any more actual buttons of any sort, because your current ones work from both sides of the door.
Check out atom and andy's elevator--train--tutorials if you want to get fancier...
As for the rest of the map, I have not the energy to address it--sorry!
Nice stuff and a nice start
I think the extra clips dropping is a minor and insignificant side-effect.
I didn't play this with sound, so I couldn't hear if there was a nice sound for the box opening or not...
You could alwasy make the box look as spiffy as needed to suit the environment as well--add latches, hinges, etc.
Nice Work!
Lighting and water makes for some nice ambience. I apologize that I can't comment on any sounds you might or might not've had, because I had music blaring while playtesting your map
The underwater parts are very nicely done too.
The major thing I would concentrate changing on this would be the pyramid texture. It should be interlocking stone, not what you have.
I would try to keep the colors the same, because they look nice imo.
Can't comment too much on the gameplay, 'cause I haven't played it, and it is an FY map, so it probably works. Perhaps a little too wide open in the center...
Neat weapons placement.
Last random hint, would be to lower the level of the water in the center pool, or decrease the wave height, as you can see the "blanket" of water.
Nice work overall
Remembering his words..."Its shit. Its a box, its 4 textures. Its appaulingly bad and doesnt deserve to be in the map vault."
I can't describe it more perfectly.......
Just two words now: IT SUCKS
No way I can hold of headcrabs that bring me to 1 hp will I have no real walk area to get away from all the other nasty headcrabs.
When I did found out the secret it was pretty easy.
Just put the turret, in front a large box and it's just a matter of waiting.
When the turret got the destroyed and all the lil' headcrab came to me I just used my gravity gun and they couldn't kill me.
In other words, without secret, to hard, with secret, to easy.
Agreed with Rowleybob. I bet, that most of the textures you used from the different wads could have been replaced with simmilar ones from cstrike/halflife.wad
Keep the textures that you REALLY need.
I also forgot to mention that the framerate is a bit low for this map. Even though it's not a large map, sometimes the framerates dip to the 30's for me (with no one playing). For reference, I am usually in the 100's for the official Turtle Rock maps.
Perhaps it could be better optimized too?
I like the idea.
Shame I don't got CS.
But by looking at the screenshot, I think that you need more, stuff.
It's kinda empty.
Maybe add some flying levels or something, I don't know.
The map has a bit of a maze-like feeling to it, so I kind of miss a reference point telling me where I am in the map (maybe a tall building, something in the skybox etc)
I dont know if it's only me, but some places seem to have absolutely no cubemaps in them! (wooden floors in a dark part of the map)
I like the underwater bombsite. It makes interesting gameplay. And it's fun to see the blinking red light of the bomb under murky water.
I also enjoyed the unique look of the map. It has a style of its own, instead of just borrowing the theme from the stock maps. There are enough details to make the map good-looking and realistic.
However, I wish the prop_physics were made into prop_physics_multiplayer. The constant bumping of the phys objects is a distraction during a fire-fight.
I posted this map at CStrike Planet.
http://www.cstrike-planet.com/maps/975
lol nah i will review properly when i get home
+ lighting
+ story
+ sound
+ mapping
+ atmosphere
+ setting
+ gameplay
overall *****
- Wadinclude please. It's easier to distribute that way and using the -wadinclude parameter only puts used textures from the specifiec .wad into the map, so it's probably smaller as well.
- Interesting look, feels Unreal. Nice use of colored lighting, too.
- Weapon placement feels a bit too uneven spread, item placement looks ok. Some weapons and items were put on stacks, I mean, very close to each other in niches, while the long hallways lacked weapons a bit.
- Nice use of vertical combat, but most of the map doesn't take advantage of it. There's 2 or 3 places where you used this and those were the area's I think will be most interesting to fight in.
- Feels like it's mostly corridors, combat is probably not very focussed. And with so many corridors, why isn't there a longjump? Corridors were too long and I think combat in those 'vertical' area's is much more interesting, so I would've cut down on the number and length of corridors and increased the amount of such combat area's.
- Lacks sound. Some sounds can get annoying quickly so this wasn't the worst map in terms of sound, but a little ambience would be a nice extra touch.
Nice impression, but probably just average in gameplay. Too bad, as it has a solid style.TECH STUFF (meant as advice):
- Compiled with old tools? -> switch to Zoners or more recent (sky wasn't auto-clipped?)
- Skyboxed. Absolutely no need for that, not skyboxing will save compile time.
- Small objects like light fixtures -> func_walls. Saves compile time. Also improves performance, though just a little bit.
Score: 7/103 Stars for now, if you redo the lighting/wall bits (have them break or something, i don't know) my rating would rise.
I set my options to auto rotate to 15 deg. increments.
Dont gotta hold down shift. I even tried manually transforming them to a 45 angle.
Gave me very weird results.. maybe because i rotated all 3 of them at once?
Anyway the end faces werent rendering at all. very ugly.
If you want to make the pipes, brush them about the x or y axis, and after they're complete, rotate in 15 degree incements--hold the SHIFT key down whilst roatating. Should work...
If anyone finds me a better sandbag texture, gimme a pm and ill fix teh map
NO the sliding doors do not block bullets.
Its just a way to make a sneak attack on some unsuspecting c-t's ambushing the castle (rook)
I can see youv'e used the source details and even added a "3d skybox"!!!
(There is a problem i found with it, near bombsite, you can see through it, im sure youve already found this)
V. Good
(PS I played beta7)
you removed the pipes---WEAK
Textures definitely look flashy! Except the sand bag texture--AK!
I love the sliding doors by the ladders! Do they block bullets?
Nice work, looks like it would be fun to play.
But the good playabilty of a cs 1.6 map
Unless it doesnt play good which i have no idea if it does or not.
if only someone has a server..