Commented 18 years ago2006-03-15 06:34:16 UTC
in vault item: dm_breachComment #11228
I agree. Although it was an extremly solidly built map, there were areas that definately needed improvement (that lap, particularly). Also, you have some brushwork issues with the window/rock bit. I'd check it carefully if I were you.
Commented 18 years ago2006-03-15 04:14:49 UTC
in vault item: dm_breachComment #11226
Nice map Jax, Liked it very much, I just didn't like somne of the textures (mainly the decal looking ones)
I'm not very good with doing all the shit and telling you what to change but I'll give you a 4 because it needs a bit more improvement In some areas. And the dead medkit is a bit to thick, I'd say make it a bit smaller.
Commented 18 years ago2006-03-14 16:57:05 UTC
in vault item: UrbanWasteComment #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
This comment was made on an article that has been deleted.
Commented 18 years ago2006-03-14 14:40:25 UTC
in vault item: sk_bombplantingComment #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.
Commented 18 years ago2006-03-14 13:08:44 UTC
in vault item: aim_m3_unkComment #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!
Commented 18 years ago2006-03-14 12:52:21 UTC
in vault item: UrbanWasteComment #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 11:23:01 UTC
in vault item: sk_bombplantingComment #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 ago2006-03-13 17:11:14 UTC
in vault item: sk_bombplantingComment #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 14:33:45 UTC
in vault item: he_bymurdaruleComment #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 ago2006-03-12 09:04:27 UTC
in vault item: Necropolis: MausoleumComment #11179
Suuuuupaaaaah... ******************** + 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 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.
I'm not very good with doing all the shit and telling you what to change but I'll give you a 4 because it needs a bit more improvement In some areas. And the dead medkit is a bit to thick, I'd say make it a bit smaller.
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
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.
Take notice from what they said, as for the rest, ignore those..
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!
+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
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!
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!
@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.
Im so new
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.
i give it a 2
for reasons that its better than most of my early stuff
+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
+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.
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
There were pictures here that were removed by their web host
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
reasons
1) 3 textures
2) its. a. box
3) commented on own map
4) no map description
5) wtf is sk_?
and finally an aim map thats actually a map and not a box with a floor.
i gave out the bad version
ill re-cmopile and upload.
********************
+ 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.