Comments

Commented 18 years ago2006-02-26 05:07:52 UTC in vault item: cs_edifice Comment #11002
Pros:
+Love the detail (Pictures, paintings, bookshelves, glass, plants, lights)
+Very nice architecture (outside, indoor lights etc)
+Custom Texures = Very nice!
+Nice Curves :)
+I like the little chimneys
+Indoors are excellent
+Loved how its side routes only to get inside. And how you gotta break in :)
+Sweet Layout
+Should have good gameplay

Cons:
-Railing texture inside doesnt look like it fits in...
-A room of crates!?!? (Got fed up making good rooms ay?)
-How can a car get onto that street and where would it go? (Add dispacements like a street that the player cant get to)
-Urinals very high up and big (Not very realistic)
-Coulda been completely custom textures...

All in all an excellent CS map, 4/5 Stars.
Commented 18 years ago2006-02-26 03:43:00 UTC in vault item: dm_control Comment #11001
Heh, seems obvious now :P Nice map
Commented 18 years ago2006-02-26 03:08:05 UTC in vault item: Choreographed scene Comment #11000
Choreographed is spelt wrong :P
This is good, i never really knew how to do this in HL2 so i avoided complicated scenes, this will help. Hopefully we'll see more HL2 maps with talking and acting in them.
Commented 18 years ago2006-02-26 00:02:19 UTC in vault item: de_ddust Comment #10999
if your looking at this now, J.C is just a coky biatch, pretty much everyones maps are on his list, dont take em seriously.
Commented 18 years ago2006-02-25 21:28:34 UTC in vault item: dm_control Comment #10998
I'm dissapointed nobody got it :

"Control"
from
James Bond : Goldeneye (N64)
Commented 18 years ago2006-02-25 21:26:30 UTC in vault item: Scoutz_dirty Comment #10997
/this map has been moved to the unfinished vault

(yes i can predict the future)
Commented 18 years ago2006-02-25 21:23:24 UTC in vault item: cs_edifice Comment #10996
Pretty sweet map. Nice graphics and lighting. I love how you rounded off he corners of the walls, although I can't say you would really notice it too much when you're playing it. The r_speeds weren't too bad, either. Just a tad too high for my taste. I liked the custom textures, too.

But what's up with all the doors only opening one way? I got stuck several times from that.

And what's the place supposed to be anyway? A house? It's got a public-ish bathroom (with urinals high enough to stick your head in), an office, a theater type place, a library, some advertisements on the walls, a fireplace, some industrial looking rooms with crates in them, and it's set in some inner-city ghetto. I can't say this really looks like anything I've ever seen.

You should change the skybox too. That one that comes with half-life is just ugly, in my opinion.

3 stars.
Commented 18 years ago2006-02-25 20:34:35 UTC in vault item: cs_edifice Comment #10995
Downloading. Wow, this is taking forever! 25 KB/sec!
Commented 18 years ago2006-02-25 20:31:21 UTC in vault item: Scoutz_dirty Comment #10994
Well, two people did! But, yeah, nobody else will... and I won't!
Commented 18 years ago2006-02-25 12:33:13 UTC in vault item: cs_edifice Comment #10992
Looks cool, Im downloading
Commented 18 years ago2006-02-25 11:33:34 UTC in vault item: dm_control Comment #10991
Whats the level based on Hunter?
Commented 18 years ago2006-02-24 22:17:45 UTC in vault item: cs_zerg2 Comment #10989
Yikes dialup?! Oh well..

Burn to a cd and mail :)
Commented 18 years ago2006-02-24 20:23:08 UTC in vault item: de_complex Comment #10988
"The file must be a ZIP archive"

its stated when you submit a map
Commented 18 years ago2006-02-24 19:06:54 UTC in vault item: de_complex Comment #10987
Cause .zip compresses the file so the download takes even less...
Commented 18 years ago2006-02-24 18:52:27 UTC in vault item: de_complex Comment #10986
Why zip it when you can click the link?
Commented 18 years ago2006-02-24 18:28:03 UTC in vault item: de_complex Comment #10985
PM send.
Commented 18 years ago2006-02-24 18:04:49 UTC in vault item: Breakfloor_Final Comment #10984
odd work but not noobish, so I shall say "Good"
Commented 18 years ago2006-02-24 17:41:59 UTC in vault item: de_complex Comment #10983
zip the file please
Commented 18 years ago2006-02-24 15:31:25 UTC in vault item: Alternative Origin Comment #10982
Kinda stupid tbh, original yes, but to make a whole mod form?
None the less, it was decently funny.
Commented 18 years ago2006-02-24 15:27:16 UTC in vault item: dm_control Comment #10981
I agree with most of what G_KID said.

I only disagree about the big fat ugly vent thingy, that didn't look right.
I dunno, this map just plays so boring. The gameplay doesn't feel right.
1 more thing, the glass is a one time happening, poeple that join in the middle of the game don't even know that there were glass!

3 stars.
Commented 18 years ago2006-02-24 15:11:25 UTC in vault item: aim_mp5_65 Comment #10980
ok.... i have now heard wath u think of my map and i am going to update it :D

Look forward to it!

and YES! the rotatig brushes will be gone! (replaced withe models)
Commented 18 years ago2006-02-24 14:34:04 UTC in vault item: dm_control Comment #10979
thanks for all the helpful comments!

Has nobody yet figured out what this map is based on?
Not the textures, but the layout is very similarly based to a certain game level..
Commented 18 years ago2006-02-24 14:30:35 UTC in vault item: Breakfloor_Final Comment #10978
hehe well I actually spent more time on it than I intended because I used the original for reference, but ended up building it from scratch because it was so messed up. I also put in place tking (team killing) protection for the start of the round incase of lag on a slow server, so setting up things like that and building on the original was tedious work for such a simple concept. Thx
Commented 18 years ago2006-02-24 13:57:51 UTC in vault item: Gunz And Science Comment #10977
lol, 116 downloads.
Not even I would download this map.
But, I'll keep this map on TWHL until I get 11 maps, when I remove this one, I'll have 10 even. :)
Commented 18 years ago2006-02-24 13:44:22 UTC in vault item: de_pariah Comment #10976
Looks good.
Commented 18 years ago2006-02-24 12:53:57 UTC in vault item: Breakfloor_Final Comment #10975
Ha! A neat idea and sounds fun!
And you didn't just make a square room! I like I like....

I don't see anything wrong with it and the textures are fine...My only concern is how long it took you to make?
Commented 18 years ago2006-02-24 12:31:46 UTC in vault item: dm_control Comment #10974
everything looks great and detailed except for the secret area, well its not very secret and the snark cave was the best
Commented 18 years ago2006-02-24 12:27:41 UTC in vault item: dm_control Comment #10973
Wow.. This is really nice, tons of improvement after the 1st beta.. :o
****************************
+ Architecture. Great looks throughout, the corridors weren't too dull, due to the nice supports/pipes/other detail. The main rooms looked great, although I found the glass room a bit repetative.. Maybe it's the glass? It could also use some detail/computers/crates? in the area behind the glass too.. The generator was great, although maybe you could have made some small grating windows, which would show some rotors/other stuff in the generator.
+ Ambience. WOW! Seriously.. You've placed like 2 amb_generics for each room! That really added alot to the atmosphere.. Good show, ol' chap.
+ Layout. Not too complex, not too large, not too confusing.. Pretty good, I think.
**********************
+/- Texturing. The textures were ok, although some areas weren't too good (like the glass room). The generator's texture could have been stretched and rotated a bit to hide the pattern. The custom textures were nice, though.
+/- Weapon placement. Some weapong are too close to each other, there's not enough ammo. I liked that not all of the weapons are easily accessable, although overall it wasn't perfect.
+/- Gameplay. The layout is great, although the weaker weapon placement would make the gameplay average.
+/- Lighting. A bit dull, I think. You could have altered the lighting in the glass room, perhaps some coloured lighting?
************************
Overall - a great map. The secret areas were nice and the snark cave was pwnage.. ^^
I'd give 4 stars, since this still needs a little tweaking.
Great work.. :)
Commented 18 years ago2006-02-24 12:22:40 UTC in vault item: mad_hyperspeed Comment #10972
Saco the great and unruly idiot... he took 5 months to construct that reply! :o STFU n00bcake! :P
Commented 18 years ago2006-02-24 07:21:02 UTC in vault item: mad_hyperspeed Comment #10971
people who knows English correct, cannot be considered as intelligent
Commented 18 years ago2006-02-24 02:25:52 UTC in vault item: aim_scouts-aj Comment #10970
Scouts are fun :) thx for ur suggestion
Commented 18 years ago2006-02-24 00:37:23 UTC in vault item: cs_zerg2 Comment #10969
The cs_zeg2.rmf is abig size> I was take more 1 hour to send to you (rowleybob), another i realy busy whit my school test...
Commented 18 years ago2006-02-23 20:29:28 UTC in vault item: Alternative Origin Comment #10968
Thats the funniest thing in the world...

I give it a 4 because it was rather short.. i would've liked to see the aftermath.... you know.. after freeman opens the portal... Nice job though
Commented 18 years ago2006-02-23 20:10:42 UTC in vault item: dm_control Comment #10967
Things are nice enough on this map, but there is something missing. Partially I think because it doesn't have a stronger central theme. Sort mishmash of sorts. If all the rooms/areas had something more in common, and the layout was more fluid and intuitive, i think it would be much better.

That said, there are some excellent elements to this map. Superb detail in many areas, Superb use of ambients--did you use env_sounds as well?--, and nice lighting made this map a treat to run through. The central glass area was very nice my favourite, and second I loved the generator room too.

Texturing was very clean, but also pretty blah in many places. Architecture was clean but a bit lackluster--not including the detail stuff.

+Nice secret/hidden stuff
+Snark cave!
+R_speeds were quite respectable
+monsters! lol.
+nice use of decals
+creative weapons placement

Going 4 Stars on this for the detail and excellent bits, but this map needs some poishing still imo. Can't speak about gameplay since I have not played yet!

4 Stars
Commented 18 years ago2006-02-23 19:43:54 UTC in vault item: Greek Comment #10966
+Superb stuff. Architecture is simple yet elegant in most places--the under parts were rather square.

+Superb Texturing an lighting!

+Superb use of ambients and use of env_sounds!

+Great performance, though I think you had wpolys to spare for more detail in spots.

+Interesting layout.

Superb work!

5 stars
Commented 18 years ago2006-02-23 19:40:10 UTC in vault item: cs_greece Comment #10965
Link no workie :(
Commented 18 years ago2006-02-23 19:19:14 UTC in vault item: de_pariah Comment #10964
yes i built it with 40 players in mind, and it runs best with 40 people but my regular server that i wanted it played on has 50 players so i added the extra spawns in so the map gets played. it still works fine in my opinion and you can always stay inside if your pc cant handle loads of people on screen. it even plays very well on 5 v 5 servers as it turns into a deathmatch arena type map.
Commented 18 years ago2006-02-23 19:12:19 UTC in vault item: dm_control Comment #10963
Hmm, it was okey, I wouldn't say great though.

+Some parts where quite detailed.
+Weapon placement was okey, not bad, no real faults, although perhaps make a certain uber weapon in a harer place to get, with some kind of catch to getting it.
+Vent above the largeish glass room was a nice touch.
+The corridor with the yellow stripes was very nice.

+/-The lighting was okey, not great, could of done with a larger variety of colours than standard white really.

-The texturing could of been bumped up a bit, it all looked quite samey.
-I didn't like the glass room at all, the glass was way too thick for my liking.
-The hole in the wall to get to the AR was a bit poor really, needed some kind of trimming.
-Some rooms needed a lot more detail and attention, such as pillars sticking out, shaped ceilings, decals, gratings on floors etc.
-Needs a focal room I think, although that room with the generator was neat, there needed to be something to draw people there, which relates back to my point above, with the uber weapon being somewhere with a catch, liek a trap etc. and in the room where people will be drawn to it, thus large fire fights.

Quite a good map overall, although I can't say I like it to be honest, nothing really wrong...just some maps are fun to play in, but this kind of lacks a certain fun factor.

3/5
Commented 18 years ago2006-02-23 19:03:31 UTC in vault item: dm_control Comment #10962
Just by judging from the picture I see Black Mesa ;)
Meh I would try it but my game is broken as you know...So I guess 4 stars is fair as you seem to have gotten better...You say you can't do architecture well look at THAT floor ;)
Commented 18 years ago2006-02-23 17:14:20 UTC in vault item: dm_control Comment #10961
eh? sorry, but i honestly beleive it bears no resemblance at all to Black Mesa
Commented 18 years ago2006-02-23 16:39:05 UTC in vault item: Reflective Water Comment #10960
neat
Commented 18 years ago2006-02-23 10:25:10 UTC in vault item: Alternative Origin Comment #10959
- HL1 textures
- mission much too short
- limited gameplay

+ originality
+ no bugs, well tested, a clean job
+ fast to download/install/run/remove
Commented 18 years ago2006-02-23 04:33:55 UTC in vault item: Dream1_ver3 Comment #10958
Thanks for 5 star review!

This is the first map that I uploaded here and yeah, it has many things to tweek. [one day I will install HL1 and repair everyting. :)]

BTW, did u guys played map Someplace Else by Alan Foster? That man is a king... [he also made Minerva mod for HL2] If I ever made map that is almost near to his, I will be happpiest man alive :-)
Commented 18 years ago2006-02-23 01:50:10 UTC in vault item: aim_scouts-aj Comment #10957
Yikes!

Well, I thought this map was ok, I mean it's an AWP map come on...

-increase your max distance--the walls disappear on the other end.
-Architecture is blocky and boring
-it's weird that you fall "through the road" make it a gorge or something.

Other than that I don't think the lighting is so horrible for what it is, and the rest of it is cleanly done, if lackluster. I don't mind that it's just scouts--I love the scout!
Commented 18 years ago2006-02-23 01:42:12 UTC in vault item: aim_mp5_65 Comment #10956
Cleanly done, interesting concept with the "underrooms". Stairs are strange but okey. Use textlights instead of point lights. Only use pointlights if you need a flickering or something like that. Rotating bushes = weird! The outwalls looked rather nice...

Pretty plain, but not bad for a aim map :)

3 Stars
Commented 18 years ago2006-02-23 01:33:23 UTC in vault item: aim_m4a1 Comment #10955
"WARNING: couldn't open asmap.wad"
Commented 18 years ago2006-02-23 01:09:27 UTC in vault item: Reflective Water Comment #10954
Excellent. The only thing I can think to add is distort the mirrored underwater stuff, by either slanting the brushes at an angle, or stretching their texture like Rimrook did in his Castle Rimrook reflective floor.
Commented 18 years ago2006-02-22 20:42:06 UTC in vault item: aim_scouts-aj Comment #10953
im working on cs map right now :D
Commented 18 years ago2006-02-22 20:41:46 UTC in vault item: aim_scouts-aj Comment #10952
Tnx for advise J.C.
Commented 18 years ago2006-02-22 18:21:32 UTC in vault item: de_pariah Comment #10946
Probs cause your using the wrong game...This is a CS:S Source map...And it looks good!