Commented 18 years ago2006-02-23 01:09:27 UTC
in vault item: Reflective WaterComment #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 17:42:23 UTC
in vault item: cs_palmComment #10944
The hostages are dumb, and the game mode isn't balanced: CTs have to rescue all hostages while terros have just to bomb a single bombsite on a defuse map to win, and in addition CTs have to take the hostages throught the whole map while terros on defuse maps just have to camp around: This game mode could be good, but as Valve never played CS, they never tried to update and balance it a bit better, and until now rescue maps are less interesting than defuse maps because of that...
Get better textures for your next map and it could be a great job, you look like to have mastered most parts of the CS mapping (and make things better scaled and that will be perfect :)...
Commented 18 years ago2006-02-21 14:04:23 UTC
in vault item: aim_scouts-ajComment #10933
ORLY? got some links?...
"Come on guys, its not that bad!" Yes it is, it cannot decently be worse ...
"and J.C. i take no offense to wat you said ll take wat you all said in to mind and try and learn some more." Just make de/cs/as/es maps and that will be ok with me, or if you want to make dm/"fun" maps, make them for HL(DM), or UT, or Quake or whatever, but please not for CS: it really, seriously, got enough of them...
"OMG! whyd it triple post?" I suggest the TWHL staff should plan on work to an update of this section of the website, I personnaly hate to not be able to edit or at least preview my posts...
Commented 18 years ago2006-02-20 22:37:39 UTC
in vault item: aim_scouts-ajComment #10926
Well Mostly The Reason of this map was for me tog et down some of the basics and get some suggestions nothing more.
and halo the road was meant to be a illusion because people on my server kept complaining about rushers and that sort of stuff. so i decided to through it in for fun.
and J.C. i take no offense to wat you said ll take wat you all said in to mind and try and learn some more.
Commented 18 years ago2006-02-20 19:50:59 UTC
in vault item: cs_palmComment #10921
Heh, I was really worried about those w_polys!
I'm still sort of trying to get the sprites to look good, but the reason they look like that is because there's a skybox right behind that those tree brushes, which are func_walls.
I tried to put normal brushes behind the trees, but I couldn't put them too far up, or you would see them behind the trees.
I'm not really sure what your problem is with the zip. It works normally for me.
Commented 18 years ago2006-02-20 16:14:39 UTC
in vault item: aim_scouts-ajComment #10913
JC said nothing offensive, he clearly stated what he didn't like about the map and why. This is called criticism. I agree, if you are going to make a aim/scout/awp/fy map it better defy all others of it's breed, these types of maps can be whipped up in minutes, and thats usually how long they last on a server. Put some more work into this one, make it a little more detailed with some alternate areas, and something original, it may have potential.
Commented 18 years ago2006-02-20 15:59:26 UTC
in vault item: aim_scouts-ajComment #10912
J.C needs to take that post an shuv it up his ass :P. It's his first map! This is well, an awesome first map. Yeah the lights are coming out of nowhere, and the Max view distance is screwed, but who cares. One thing though, if or when you update it, make the road a solid plz. I'll fix the level up myself if someone uploads the CS textures.
Commented 18 years ago2006-02-20 14:57:30 UTC
in vault item: N.S.E.W. - Version 1Comment #10911
UM, the final version better look alot better cuz this is HL1 looking, bet worse. NO detail, architexture (Im assuming you will add them) No decals, overlays, no proper lighting, OMG, and buildcubemaps please.
Commented 18 years ago2006-02-20 14:22:13 UTC
in vault item: aim_scouts-ajComment #10910
Whats with the light emitting on the wall from nowhere? I agree with everything JC said, but Ill give you some constructive criticism: Um, well Usually good mappers show promise even in their first map. You however really have nothing unique or talented to show here. I would try to be original for one and independent in creating a map. Study architexture, and Vertex manipulation for terrain (Or look up Nems terrain generator) Add originality to a map, and detail! Finally, lights dont produce light from themselves. You need a bulb, or sun.............. Dont post another map until you learn these things. Look at the maps that the top mappers made on this site, and learn from them....
Commented 18 years ago2006-02-20 12:25:53 UTC
in vault item: cs_palmComment #10908
- wrong zip structure: I have to unzip it and rezip it again to be able to install it, - there are strange display bugs with the weed sprites (when you look at them with the jungle background just behind, they are like shining), - the general graphics layout is outdated (textures choice etc), - this is a rescue map, - some scales problems (the car and some paths)
+ the overall graphics layout is clean, not great, but clean... + the battery linked to the light in the cave! + many strategies possible, not that much, but just enough... + this is not a dust remake, nor a "fun" map, + the map looks like to be a bit too small (no way to play giant FFA games on).
That could have been a decent map if it has been released 2-3 years ago...
Commented 18 years ago2006-02-20 12:11:57 UTC
in vault item: aim_scouts-ajComment #10907
- an horrible remake of awp_map: zero originality - the lighting is horrible: zero quality - only one available weapon: zero variety - wrong max viewable distance setting: not tested - the trap pit in the middle is... well, why?: no strategy - off-topic map, CS maps are de/cs/as/es: zero connection with the game...
A pure crap map... why did you post it? what are you expecting from it?
You'll notice, from most angles, you can't tell the difference between your exquisitely detailed dish, and my piece of crap More still because these are going to be up on towers far away from the player.
R_speeds are less than half of the original, which is fine, but I thought there would be more of a savings. If you decide to stick with your originals, for god's sake make sure they are func_walls!! Stuff like this adds ages and ages to your VIS time, and probably doesn't make RAD go any faster either
You could make them look better still by some texturing tweaks too.
Commented 18 years ago2006-02-20 02:07:03 UTC
in vault item: curte2Comment #10903
You're func_rotating lights are still cutting through the floor. Extend that box throught the whole bottom of your floor to make sure they aren't expoed to the void!
And the roof of your right side gurad tower is a func_rotating. I'm pretty sure the roof doesn't need to rotate
Try compiling without those nasty-many-sided-dishes and see if that helps any.
Commented 18 years ago2006-02-20 02:04:40 UTC
in vault item: cs_palmComment #10902
The w_polys get that high? Does steam cs misread w_polys or something? The most mine ever says is around 350, which did seem rather low to me... But if you say so, I'll put some more work in to it!
Commented 18 years ago2006-02-20 01:59:33 UTC
in vault item: cs_palmComment #10901
Which water? Afaik all the water was clipped from the players anyway... I didn't test running 'round with the hosties--sorry!
Custom Sky makes it sooooo much nicer! Nice sounds and detail throughout.
I love the waterfall area because it looks so nice. The computer chair is really cool too--yes, I know it's weird to like a chair, but we are geeks, most of us anyway
My only potentially negative comment is the high wpolys by the front of the house. As you start up the ramp they jump to 1500 or so and at the very worst--right in front of the house--almost 3000. 3000 is way to high I would dare say in most people's opinion.
Perhaps if you change the layout of the portion of around the front yard, and/or put a curve or two in the passage way up from the water fall to act as vis blockers. You can try hints, but that area is pretty open and they probably won't do anything.
Clean, thoughtful, creative work! Looking forward to seeing more of your stuff!
Get better textures for your next map and it could be a great job, you look like to have mastered most parts of the CS mapping (and make things better scaled and that will be perfect :)...
"Wrong version number" it says.
-as for the mirroring technique
and just have it sit on a little 1x1x1 block.??
p.s 5 stars. i like it
50 spawn points! Recommended for 40 players!?!?
You sure it wouldnt lag? Ill test it when im done compiling this one...
go ahead call me an idiot....
got some links?...
"Come on guys, its not that bad!"
Yes it is, it cannot decently be worse ...
"and J.C. i take no offense to wat you said ll take wat you all said in to mind and try and learn some more."
Just make de/cs/as/es maps and that will be ok with me, or if you want to make dm/"fun" maps, make them for HL(DM), or UT, or Quake or whatever, but please not for CS: it really, seriously, got enough of them...
"OMG! whyd it triple post?"
I suggest the TWHL staff should plan on work to an update of this section of the website, I personnaly hate to not be able to edit or at least preview my posts...
It was my first map...Check dates yeah...
Fatal Error (heading)
Mod_LoadBrushModel: maps/awp_xtc_v2.bsp has wrong version number [1347633750 should be 30]
and halo the road was meant to be a illusion because people on my server kept complaining about rushers and that sort of stuff. so i decided to through it in for fun.
and J.C. i take no offense to wat you said ll take wat you all said in to mind and try and learn some more.
I get an error saying something like MAP: ---- wrong version number blah blah blah. (no blah blah blah)
plz fix!
-default sky
-lights coming from nowhere
-can be made in literally 2 minutes
-AWP_maps are terrible, this is hurtfully awful.
I'm still sort of trying to get the sprites to look good, but the reason they look like that is because there's a skybox right behind that those tree brushes, which are func_walls.
I tried to put normal brushes behind the trees, but I couldn't put them too far up, or you would see them behind the trees.
I'm not really sure what your problem is with the zip. It works normally for me.
By the way, whats the problem with rescue maps?
Vending Machine FTW!
Fun/creative/quality work.
5 stars
Nice start anyway
You're right! I was reading "epolys--DOH!
Your wpolys are excellent actually, and stay below 400 everywhere I looked!
SORRY SRRY!!!!!
The zip format worked fine for me... did you change it or something?
Duplicate posts removed by moderator
Um, well Usually good mappers show promise even in their first map. You however really have nothing unique or talented to show here. I would try to be original for one and independent in creating a map. Study architexture, and Vertex manipulation for terrain (Or look up Nems terrain generator) Add originality to a map, and detail!
Finally, lights dont produce light from themselves. You need a bulb, or sun..............
Dont post another map until you learn these things. Look at the maps that the top mappers made on this site, and learn from them....
It's just a re-textured version of awp_map.. It might look cleaner, although it's still awp_map.. And awp_ maps are crap. :
- there are strange display bugs with the weed sprites (when you look at them with the jungle background just behind, they are like shining),
- the general graphics layout is outdated (textures choice etc),
- this is a rescue map,
- some scales problems (the car and some paths)
+ the overall graphics layout is clean, not great, but clean...
+ the battery linked to the light in the cave!
+ many strategies possible, not that much, but just enough...
+ this is not a dust remake, nor a "fun" map,
+ the map looks like to be a bit too small (no way to play giant FFA games on).
That could have been a decent map if it has been released 2-3 years ago...
- the lighting is horrible: zero quality
- only one available weapon: zero variety
- wrong max viewable distance setting: not tested
- the trap pit in the middle is... well, why?: no strategy
- off-topic map, CS maps are de/cs/as/es: zero connection with the game...
A pure crap map...
why did you post it?
what are you expecting from it?
http://twhl.co.za/mapvault_map.php?id=3714
You'll notice, from most angles, you can't tell the difference between your exquisitely detailed dish, and my piece of crap More still because these are going to be up on towers far away from the player.
R_speeds are less than half of the original, which is fine, but I thought there would be more of a savings. If you decide to stick with your originals, for god's sake make sure they are func_walls!! Stuff like this adds ages and ages to your VIS time, and probably doesn't make RAD go any faster either
You could make them look better still by some texturing tweaks too.
Good Luck!
And the roof of your right side gurad tower is a func_rotating. I'm pretty sure the roof doesn't need to rotate
Try compiling without those nasty-many-sided-dishes and see if that helps any.
Prefab coming...
PM for further correspondence please
Custom Sky makes it sooooo much nicer! Nice sounds and detail throughout.
I love the waterfall area because it looks so nice. The computer chair is really cool too--yes, I know it's weird to like a chair, but we are geeks, most of us anyway
My only potentially negative comment is the high wpolys by the front of the house. As you start up the ramp they jump to 1500 or so and at the very worst--right in front of the house--almost 3000. 3000 is way to high I would dare say in most people's opinion.
Perhaps if you change the layout of the portion of around the front yard, and/or put a curve or two in the passage way up from the water fall to act as vis blockers. You can try hints, but that area is pretty open and they probably won't do anything.
Clean, thoughtful, creative work! Looking forward to seeing more of your stuff!