Commented 18 years ago2006-03-22 02:50:16 UTC
in vault item: cs_zerg2Comment #11321
run whit normal vis is much better..good detail.
3-star rating removed as simehong2000 and naoko are the same person - see the contact details at https://gamebanana.com/members/227983 , the email address simehong posted here https://twhl.info/vault/view/5385 (same as the one in naoko's profile), and the identical spelling and grammatical mistakes - Oskar Potatis 2022
Commented 18 years ago2006-03-21 22:55:59 UTC
in vault item: Freeman's TombComment #11319
Some excellent stuff!
I must admit I didnot play the whole thing, but what I saw looked good!
Superb ambience in the "suit" chamber, but I would make the door latch more apparent--I ran around for 5 minutes looking for the key, not really knowing what to do! If that's the effect you're going for, it worked, but it's a bit annoying
I liked the env_sound in that first chamber as well, but not in the subsequent corridors--sounded funny and repeatative.
Excellent use of triggers, game_text--though I'd make it only a trigger once...--, lighting, and neat vistas--the glass chamber out front.
Commented 18 years ago2006-03-20 14:44:11 UTC
in vault item: sol_arenaComment #11316
I love old skool maps.
Try cleaning up the trims and clipping the windows. Also might that the whole outside is being drawn. I think it was sky boxed or something. The first thing i did was fall out the window and was forced to restart.
Tweak these and you have a very nice and deserving 5 star map, by my rulebook.
Commented 18 years ago2006-03-20 14:29:47 UTC
in vault item: Halo 2 ElongationComment #11315
This is my favorite Halo 2 map. I could be harsh, but i won't.
It felt small compared to how the Halo 2 one feels. Maybe select everything and transform-scale.
Also, the boxes need to be larger, or delete every other one so you can easily run between them and on both sides of them. Also, you can teleport trains by selecting a flag for it, try this instead of having them travel beneath the map. The r_speeds are a bit icky. Less boxes will cut that down and you'll be in business.
Pretty good Remake
A few tweaks and it could be a really awsome map. otherwise it's a 3 star.
Commented 18 years ago2006-03-19 21:16:33 UTC
in vault item: sk_SniperComment #11309
Argh, dont comment on your own map please. Please read tutorials before making a map. Its very cubic. I could make it in 3 minutes. It gets what it deserves. One star. But, if you practice and READ you can become a great mapper. I look foward to your next map when you learn abit more
Commented 18 years ago2006-03-19 20:16:28 UTC
in vault item: HL2 Supply Crate for HL1Comment #11308
yea i noticed that, I couldnt find a way to fix it either unless theres a way to limit how much ammo u can take from it, maybe a "trigger change target" and multiple "game player equip"s and have one of the equips removed after its use. then it would limit the number of clips/rockets/grenades
Commented 18 years ago2006-03-19 18:30:54 UTC
in vault item: HL2 Supply Crate for HL1Comment #11307
The only problem with this is that when your ammo is full in your gun, the clips will just continue to drop on the ground. But I can't really see a way around this.
Commented 18 years ago2006-03-19 15:57:19 UTC
in vault item: sk_SniperComment #11302
"excellent map ihave never seen this before"
I could't agree more!
Um, ok what the hell. Not much to comment about for this map, but I must say I liked the "red" part with the double levels. Paste in one of your nicely consructed func_ladders, and make a nice terrace on the roof!
The "grey" side is 3 walls with windows in them--which were quite nice btw! This side needs something. Anything.
If you're going to make a map like this, I would recommend including some func_vehicles like in de_starwars or he_offroad. Maybe include some func_tanks of some kind of gimmick, or stronger theme!
Commented 18 years ago2006-03-19 15:34:23 UTC
in vault item: Sky SnipeComment #11300
Excellent first map!
No real use in nitpicking a map such as this, because for what it its--an FY Playground--It's very nicely done!
The only criticism I'm going to put forth is to increase your "max viewable distance" under map properites.
Looks like your off to a good start in the other departments--clean brushwork, and no errors per se in anything else--though they deinitely can be improved
Commented 18 years ago2006-03-19 08:28:06 UTC
in vault item: sk_SniperComment #11298
I'm sure not going to download it. Commenting on your own map and saying it's excellent is one of the lowest things you can do... why do people do that stuff anyway? Do they think we can't read the names above the comments?
Commented 18 years ago2006-03-19 06:48:40 UTC
in vault item: sk_SniperComment #11297
I wouldn't be so harsh if you hadn't commented on both your OWN maps.
Its shit. Its a box, its 4 textures. Its appaulingly bad and doesnt deserve to be in the map vault.
Dont submit maps until you can at least create a series of rooms connected by corridoors. Nobody will download this, especially since you commented on your own map
Commented 18 years ago2006-03-19 05:44:29 UTC
in vault item: sk_SniperComment #11295
Judging frm the screenshot, it looks like you need to work on your mapping skills a little more. Spend some time on a map and keep asking for critique.
Commented 18 years ago2006-03-18 23:12:28 UTC
in vault item: Sky SnipeComment #11294
fairly good for an early map. Okay brushwork on the little hut things on the roofs, I liked the way you could snipe the people through the windows.
It's got some slightly high r_speeds (around 1400 at max), really bad texture choices, and if I'm not mistaken, you didn't use Zoners Half-Life Tools (I suspect this from looking at the flat shadows on the boxes).
Commented 18 years ago2006-03-17 19:31:17 UTC
in vault item: sol_arenaComment #11287
pretty kewl map but those 3 lights definetly are too bright. Also, too much light comes through the windows being that its a night map but i cant realy complain being that I do that myself sometimes.
Commented 18 years ago2006-03-17 15:49:50 UTC
in vault item: sol_arenaComment #11286
Yep, they are sprites. The trick is: set the render mode to glow, and the render fx to constant glow-that way they won't fade out. I also rescaled it to 3 times bigger than normal.
Commented 18 years ago2006-03-17 09:30:01 UTC
in vault item: Halo 2 ElongationComment #11281
The map is beginning to look better, still, it needs some more work.
I'm glad you fixed the ammo/weapon thing. The lightning is a lot better, but still needs major improvement. It seems you're (like rowley said) using pointlighs. Textlightning is a lot better looking. I think you should make the lightning a bit more darker. Keep the same lightning over the map, besides the funky red and blue between the 2 convoyers.
1 more thing, between the 2 convoyers you have a floor texture on a wall, change that, because it really looks ugly considering you have that floor texture also on the floor!
Commented 18 years ago2006-03-17 07:38:02 UTC
in vault item: Halo 2 ElongationComment #11280
Agreed, but I think it would look better darker!
From the shadows, it looks like your still using pointlights, but whatever--give textlighting a try sometime!
You pipes and wires look great, but you might consider experimenting with other textures and texture scales to make them look better. They look fine, just the lighting on them is a little weird in places. PM me if you want to explore this any further...
Excellent work. I really like how this map looks/feels. The conveyors remind me of the Droid factory from Star Wars II
Commented 18 years ago2006-03-16 18:49:35 UTC
in vault item: Halo 2 ElongationComment #11276
I thought this map was excellent and well executed in most areas, except of course lighting.
If your boxes are a func_train, you can light them in a seperate "box" someplace on the map so they're all lit properly--like the train at the beginning of HL.
The rest of the lighting is far too bright...as someone already said--it looks fullbright!
I personally like the small layout of the map, but really have no idea how it would play until I played it. Probably a bit too small, considering you can circumvent the entire map in 30 sec
If you did not use texture lights, I would recommend using them.
All in all, very nice-looking map and nice concept.
anyway - will play this evening - although good screenshot would be appreciated!
3-star rating removed as simehong2000 and naoko are the same person - see the contact details at https://gamebanana.com/members/227983 , the email address simehong posted here https://twhl.info/vault/view/5385 (same as the one in naoko's profile), and the identical spelling and grammatical mistakes - Oskar Potatis 2022
Funny voice acting--superb!
Does it end at the rotating button?
I must admit I didnot play the whole thing, but what I saw looked good!
Superb ambience in the "suit" chamber, but I would make the door latch more apparent--I ran around for 5 minutes looking for the key, not really knowing what to do! If that's the effect you're going for, it worked, but it's a bit annoying
I liked the env_sound in that first chamber as well, but not in the subsequent corridors--sounded funny and repeatative.
Excellent use of triggers, game_text--though I'd make it only a trigger once...--, lighting, and neat vistas--the glass chamber out front.
Very nice SP stuff, near as I can tell
Try cleaning up the trims and clipping the windows. Also might that the whole outside is being drawn. I think it was sky boxed or something. The first thing i did was fall out the window and was forced to restart.
Tweak these and you have a very nice and deserving 5 star map, by my rulebook.
/luffingolskoomaps
It felt small compared to how the Halo 2 one feels. Maybe select everything and transform-scale.
Also, the boxes need to be larger, or delete every other one so you can easily run between them and on both sides of them. Also, you can teleport trains by selecting a flag for it, try this instead of having them travel beneath the map. The r_speeds are a bit icky. Less boxes will cut that down and you'll be in business.
Pretty good Remake
A few tweaks and it could be a really awsome map. otherwise it's a 3 star.
Sarwan, you are only a begginer, maybe you aren't a great mapper now, but if you'll try you'll quickly turn to be a great one.
You did.
unless theres a way to limit how much ammo u can take from it, maybe a "trigger change target" and multiple "game player equip"s and have one of the equips removed after its use. then it would limit the number of clips/rockets/grenades
-both free-
Slackiller has got some links to texturing sites, which also have links to hundreds more...
I should talk, I rarely if ever use custom textures :shame:
i have to work on my texture choices i agree. i just got a little giddy when it was finished brush/entity wise lol
I could't agree more!
Um, ok what the hell. Not much to comment about for this map, but I must say I liked the "red" part with the double levels. Paste in one of your nicely consructed func_ladders, and make a nice terrace on the roof!
The "grey" side is 3 walls with windows in them--which were quite nice btw! This side needs something. Anything.
If you're going to make a map like this, I would recommend including some func_vehicles like in de_starwars or he_offroad. Maybe include some func_tanks of some kind of gimmick, or stronger theme!
Can't wait for your next map in the sk series
No real use in nitpicking a map such as this, because for what it its--an FY Playground--It's very nicely done!
The only criticism I'm going to put forth is to increase your "max viewable distance" under map properites.
Looks like your off to a good start in the other departments--clean brushwork, and no errors per se in anything else--though they deinitely can be improved
I ain't gonna d-load this one ether.
Not because of the screenshot, not because of the comments above.
I simply don't got CS
Its shit. Its a box, its 4 textures. Its appaulingly bad and doesnt deserve to be in the map vault.
Dont submit maps until you can at least create a series of rooms connected by corridoors. Nobody will download this, especially since you commented on your own map
They are on your menu bar to the left, it is best to start on the real basics before making a map like this that has many problems.
It's got some slightly high r_speeds (around 1400 at max), really bad texture choices, and if I'm not mistaken, you didn't use Zoners Half-Life Tools (I suspect this from looking at the flat shadows on the boxes).
Strange it most likely looks like aqua labs.
I'm glad you fixed the ammo/weapon thing.
The lightning is a lot better, but still needs major improvement.
It seems you're (like rowley said) using pointlighs.
Textlightning is a lot better looking.
I think you should make the lightning a bit more darker.
Keep the same lightning over the map, besides the funky red and blue between the 2 convoyers.
1 more thing, between the 2 convoyers you have a floor texture on a wall, change that, because it really looks ugly considering you have that floor texture also on the floor!
From the shadows, it looks like your still using pointlights, but whatever--give textlighting a try sometime!
You pipes and wires look great, but you might consider experimenting with other textures and texture scales to make them look better. They look fine, just the lighting on them is a little weird in places. PM me if you want to explore this any further...
Excellent work. I really like how this map looks/feels. The conveyors remind me of the Droid factory from Star Wars II
Nice ambients too btw.
it is small but then again i ment for this to have 4 people playing (thought there are 6 start points)
Though you where teh noob Habboi
If your boxes are a func_train, you can light them in a seperate "box" someplace on the map so they're all lit properly--like the train at the beginning of HL.
The rest of the lighting is far too bright...as someone already said--it looks fullbright!
I personally like the small layout of the map, but really have no idea how it would play until I played it. Probably a bit too small, considering you can circumvent the entire map in 30 sec
If you did not use texture lights, I would recommend using them.
All in all, very nice-looking map and nice concept.