Comments

Commented 18 years ago2006-03-14 17:28:51 UTC in vault item: Train Problems Comment #11223
Yeah there is no way to enforce it, but what I do is make a big mean and scary legal looking message in my readme ^_^
Commented 18 years ago2006-03-14 16:57:05 UTC in vault item: UrbanWaste Comment #11220
The Lift is actually a 2 part system. It took me about an hour to do. Its a func_door_rotating and a func_train

Runs via a multimanager when you hit the lift button.

It took some time to get the speed of the train to match the rotation of the lift.

I did run out of time. It was the competetion map and i started about a week into it. As of right now, im re-texturing some things on the map, im gonna full vis compile it. (right now its normal)
Smooth out the bugs.. maybe add some detail past the school, inside the school and whatnot. ALso fix the ugly lip you see in the back corner near the lift, where the sky meets the cliff face.

Special thanks goes out to Rimrook for helping me make these edits :)
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Commented 18 years ago2006-03-14 14:40:25 UTC in vault item: sk_bombplanting Comment #11218
exelcent :)

Better than my first string of maps, considering it's lit!

Some interesting shadows because of the surrounding wall and the holes in the ceiling. This might be a good frame for a "ruins" type map, with some ugly blown out wall textures, some wall fragments and debris props, and some sounds.

Some of what Hunter and the others has merit though--this map would never survive at Snarkpit methinks...

And though I understand the negative feelings, just keep reciting the mantra, straight from the father:

This is a learning site.
This is a learning site.
This is a learning site.

:P
Commented 18 years ago2006-03-14 13:37:32 UTC in vault item: sk_bombplanting Comment #11217
I asked him?!! d'uh!?
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Commented 18 years ago2006-03-14 13:22:12 UTC in vault item: he_bymurdarule Comment #11215
You would get pissed too when a dumb critic spam rates (1 star) your maps :|
Commented 18 years ago2006-03-14 13:20:28 UTC in vault item: sk_bombplanting Comment #11214
I fully agree with Daubster & Rimrook.
Take notice from what they said, as for the rest, ignore those..
Commented 18 years ago2006-03-14 13:08:44 UTC in vault item: aim_m3_unk Comment #11213
Some superb architecture...definitely the best I've ever seen for an aim map!

Arches and towers looked superb. The only structures I didn't understand were the half cylinders at the corners...

R_speeds were suprisingly "ok" condsidering the highly detailed arches everywhrer! Great work!

The texturing is fine, except in the areas Rim mentioned. Sometimes when your texturing in hammer, for absolutely no reason, hammer will stretch the texture to insane sizes after you've applied it.

Simply left click on the last "good" or unstretched texture, then hold down the ALT key while right clicking to fix those nasty stretches.

Besides the texturing glitch, really superb work all-around!

Looking forward to more stuff from you!
Commented 18 years ago2006-03-14 12:52:21 UTC in vault item: UrbanWaste Comment #11212
Some excellent detail work and props on this map!

+Hi-lift prop--excellent! How did you get the platform to stay level as it rose--seperate func_doors?
+Basketball court!
+Retaining nuts on columns
+static auto lift indoors
+broken/collapsed stuff--doors, walkway on top of truck--great!
+guard houses beyond the fence
+and lots of other stuff I'm probably forgetting.

Unfortunately, you stopped the nice detail with stuff like that, and the main body of the map was very boring, and seemed very unfinsihed to me.

The exteriors of the buildings are very dry textured and constructed, as well some of the interior stuff--those terrible wooden walkways in the tower!

Also, the edges where your map meets the sky are not very smoothly transitioned imo. You want/need to do your best to blend where the sky meets the rest of your world. This is often difficult to do, especially because of the wide open nature of this map--which also didn't help performance in many areas!

Some great elements, contrasted by some bad ones unfortunately. Again, your construction/use of props is great--your obviously very skilled at brushwork, judging by the sophistication of these.

So why not apply some of that skill to the rest of the map ;)
Commented 18 years ago2006-03-14 12:51:31 UTC in vault item: sk_bombplanting Comment #11211
You took up the 900th map with this shit!?
Just do what these guys said and improve...

Trust me I have to be harsh to be nice since everyone esle did the same to my first map and look at me now! I am a retard!
Commented 18 years ago2006-03-14 12:05:38 UTC in vault item: Outhouse Comment #11210
Great props and and detail items-- train track and rail car, lanterns, etc.

Interesting Idea, and tough terrain to easily pull off in HL, but I think you did a pretty good job!

func_tank + dm = Awsome!

My only real complaints would be an overly complex and big layout, and sparse weapon placement.

Nice work!
Commented 18 years ago2006-03-14 11:23:01 UTC in vault item: sk_bombplanting Comment #11209
Ffs, it's a first fucking map. The guy needs some advice and you fuckers come in and start bashing it, instead of helping.. That's goddamn stupid.

@Hunter: de_spaceship3 ring a bell? :

I won't move this to the unfinished vault, just because it's a 1st map, that is quite well-made for a FIRST MAP.

@Sarwan: Good work. I can't say that the map is very good, since it still needs some better texturing and architecture. Add more textures and other things, like Rimrook said. And post a better description next time. :)
Commented 18 years ago2006-03-14 11:16:06 UTC in vault item: Null Textures 2 Comment #11208
Cool Cant make that yet but anyway its fine :)
Im so new
Commented 18 years ago2006-03-14 10:57:51 UTC in vault item: de_pariah Comment #11207
Its so nice dude :) make some more
Commented 18 years ago2006-03-13 19:36:08 UTC in vault item: second chance lvl 1 Comment #11206
Also pwned! Ha PWNED!
Commented 18 years ago2006-03-13 19:33:48 UTC in vault item: he_bymurdarule Comment #11205
Well I thought that comment was targeted at Salty but oh well...No need to call him a retard..Thats just plain evil.

Look Saco gets pissed mate but he does have a point:

Look at my first horrible map: http://twhl.co.za/mapvault_map.php?id=1890

It teaches you a thing or two so don't release any more maps like these ok.

2 Stars cause my first map got 2 stars and I think you can improve from there.
Commented 18 years ago2006-03-13 19:05:37 UTC in vault item: sk_bombplanting Comment #11204
Sarwan, write a decent discription next time.
Commented 18 years ago2006-03-13 17:11:14 UTC in vault item: sk_bombplanting Comment #11203
Go look at a picture and make it a map, it'll help you get a general idea for proportion, detail, and how architecture is. If you're going for abstract maps, make some crazy stuff with vertex manipulation with angles and curves and stuff.
Commented 18 years ago2006-03-13 17:05:06 UTC in vault item: aim_m3_unk Comment #11202
Thank's for the comments. Oh and Rimrook, I never knew there was a world alignment/face alignment option, thanks.
Commented 18 years ago2006-03-13 16:58:15 UTC in vault item: sk_bombplanting Comment #11201
Good job bashing the new mappers Saco i bet you feel warm inside.

i give it a 2
for reasons that its better than most of my early stuff
Commented 18 years ago2006-03-13 15:20:34 UTC in vault item: Necropolis: Mausoleum Comment #11200
Masterful.

+Archetecture. The use of ruined blocks and such is nice.

+Texturing was explicit. Is that MY brick texture? Looks familiar...

+ Lighting is sweet. I luff the glowy glyphs.

= Slow buttons, doors, and elevators. I think i would get raped everytime i go to use them.

- Underground part feel claustrophobic and is too small.

- I could get the RPG at the ruined section of the outer wall.

- I noticed some poorly textured parts on the center mosque structure amongst the stairs and banisters.

Wonderfully done though. I few tweaks and it's perfect. 5 Stars
Commented 18 years ago2006-03-13 15:15:38 UTC in vault item: aim_m3_unk Comment #11199
Awsome archetecture. I might have to move over :o

+I like how i could run any where i wanted to, like around the edge of the map by jumping from the top to the outer wall.

+Neat concept and the light in the center is a rather nice touch.

+Unique amongst the 'Castle Builders' here at TWHL. We're a dying breed.

-Texturing, blek. Too many stretched out textures. Select them and align them to 'world'

-Could Use a better variety of textures.

4.5 stars, but i'll have to leave it at 4. Very awsome.
Commented 18 years ago2006-03-13 15:04:46 UTC in vault item: sk_bombplanting Comment #11198
What the hell were you thinking while submitting this map!Is this your 1st map?
Commented 18 years ago2006-03-13 15:03:53 UTC in vault item: sk_bombplanting Comment #11197
c'mon guys, he's learning.

Sarwan: Practice mapping some rooms and try some common objects.

Stairs, door frames, balconies, platforms, catwalks, Light fixtures, trims, arches, etc.

Also, try some of these great tutorials.

http://twhl.co.za/tutorialbrowse.php?tuttype=1
Commented 18 years ago2006-03-13 14:58:14 UTC in vault item: UrbanWaste Comment #11196
i don't think i got the final when i got this last night. Here's my review...

There were pictures here that were removed by their web host
Commented 18 years ago2006-03-13 14:34:27 UTC in vault item: he_bymurdarule Comment #11195
(that was @MurdaRule)
Commented 18 years ago2006-03-13 14:33:45 UTC in vault item: he_bymurdarule Comment #11194
Look retard, it just sucks, ok?
Dont spam my maps because I just made a comment on yours
This map has no efforts in it!Its just another noobish CS S map.I would make this less than an hour
Commented 18 years ago2006-03-13 14:17:55 UTC in vault item: sk_bombplanting Comment #11193
I hate to see people map like this. :(
Commented 18 years ago2006-03-13 13:21:42 UTC in vault item: sk_bombplanting Comment #11192
/me nominates map to be deleted.

reasons

1) 3 textures
2) its. a. box
3) commented on own map
4) no map description
5) wtf is sk_?
Commented 18 years ago2006-03-13 13:09:59 UTC in vault item: sk_bombplanting Comment #11191
lol you take 3 time's to have a screenie in the map vault :P
Commented 18 years ago2006-03-13 07:30:18 UTC in vault item: he_bymurdarule Comment #11190
Its not worth downloading by looking at the screenshot
Commented 18 years ago2006-03-13 02:02:13 UTC in vault item: Train Problems Comment #11189
By the way, anybody can rip off my train as much as they want. Some credit would be really nice, but there's no way to inforce it...
Commented 18 years ago2006-03-13 00:57:31 UTC in vault item: aim_m3_unk Comment #11188
Browie points for shottys!!!
and finally an aim map thats actually a map and not a box with a floor.
Commented 18 years ago2006-03-13 00:34:42 UTC in vault item: de_rtblock Comment #11187
Fixed! Hooray!!!
Commented 18 years ago2006-03-12 23:33:04 UTC in vault item: UrbanWaste Comment #11186
oh crap
i gave out the bad version
ill re-cmopile and upload.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-03-12 15:18:34 UTC in vault item: cs_poltergeist2 Comment #11181
@srry: It's good because it's less writing for me :P
Commented 18 years ago2006-03-12 13:07:00 UTC in vault item: Xen Manta Prefab Comment #11180
:D
Commented 18 years ago2006-03-12 09:04:27 UTC in vault item: Necropolis: Mausoleum Comment #11179
Suuuuupaaaaah... :o
********************
+ Architecture. From the pyramid in the middle to the underground tombs and the open area - it all looks awesome. The broken pillars, the entrances to the tombs, the elevator shaft, the secret areas - it's all done with precision and amazing detail.
+ Textures. They also add alot to the great looks of the map. I loved the glowing walls. A very nice touch. The texturing outside and inside was superb.
+ Lighting. Great dusky-ish lighting outside. It really gives the map a 'desert' feeling. The tombs were a bit dark for MP, though.
+ Layout. It was great, the open areas combined with the underground areas made the layout fairly simple & balanced. Although I didn't understand the purpose of the blue-ish maze under the pyramid in the center. It didn't have any weapons in it, so It's pretty useless, imo.
**********************
+/- Gameplay. The layout was ok, the weapon placement wasn't bad either, although some areas were a bit too dark & cramped, as Rowley said. Although I take that those areas were meant to be shortcuts, not battle areas.
*******************
- Ambience. The only con I could find. Add some wind sounds in the high places, maybe some cave ambience in the tombs. It would add alot to the atmosphere.
*******************
Overall - a great map. Some of the features weren't very HLDM, but they somehow fit in, methinks. Another thing: The elevator was still buggy.. ;)
5* worthy, I think.
Commented 18 years ago2006-03-12 06:27:12 UTC in vault item: de_rtblock Comment #11178
Try WinZip then...
Commented 18 years ago2006-03-12 04:54:02 UTC in vault item: myfirstmap Comment #11177
Wow, that's your first map. Even I can't make cars :( and I have made some stupid basic maps. Looks great by the way.
Commented 18 years ago2006-03-12 04:47:39 UTC in vault item: fy_DONT_look_down! Comment #11176
If you don't want to be called n00b. Take the time to explore the handy tutorials on this site written by people with loads of mapping experience instead of whining. I suggest looking at a lighting tutorial ASAP.
Commented 18 years ago2006-03-12 04:44:45 UTC in vault item: The big shit Comment #11175
The first comment stole the words right out of my keyboard.
Commented 18 years ago2006-03-12 00:12:31 UTC in vault item: cs_poltergeist2 Comment #11174
Sorry for stealing all your reviews away from you, rowleybob!
Commented 18 years ago2006-03-11 21:05:14 UTC in vault item: cs_poltergeist2 Comment #11173
Wow srry, your reviews are really good! I'm not sure what I can add that won't sound repetative!

One thing I must say is that some of the additional textures and detail items look really good, and make the house more realistic. And though the detail is well done, some areas are lacking in it a bit--like the main front hall. I can hardly blame you for that though, because the r_speeds are in the 1300's already at the worst spots.

Besides the new/imrpoved detail and textures, the basic layout is the same afaik. I think that beautiful detail work and textures would be much better used on an smaller and less confusing layout.

I miss the blood pools! Yeah, they weren't realisic but they were cool! Their shape just needed to be varied a bit imo--in the original.

Last gripe is that I think it's way too dark in many places. I understand darkness fits the theme here, but if it's too dark it sort of defeats the purpose in terms of gameplay, imo.

Great improvements!
Commented 18 years ago2006-03-11 20:46:24 UTC in vault item: de_sidewalk Comment #11172
YOur BSP file you have linked does not have cubemaps built. I did it myself after loading the map. Also, adjust your HDR because its not set correctly. It doesnt adjust to the Iris and stays bloomed for too long. Other than that its nice. :)
Commented 18 years ago2006-03-11 20:01:15 UTC in vault item: cs_poltergeist2 Comment #11171
Pros:
+ Scary as hell
+ A bunch of ambience
+ AoM textures
+ Nice rain effects (scrolling water going down windows, mist blowing around outside)
+ Hostages are spread out

Cons:
- High r_speeds in some areas (around 1500)
- Scale seems a bit off
- Creepy sounds can be tacky/gimmicky after a while

+/- Planty big, although a little too maze-like (you could get in situations where you couldn't find other players)

I never played the first cs_poltergeist, so I can't really compare them and say this is a major improvement, but I still think it's a really great map.

The basement area was really creepy, and the whole map had lots of atmosphere to it.

The only thing I could really suggest (that you could realistically change at this point) is to make the scale better. The doors, and lots of smaller items were way too big.