Comments

Commented 18 years ago2006-02-09 08:00:21 UTC in vault item: dm_poisongarden Comment #10837
If i would judge by the looks it would be a 5*

But when i played it with more people i found out that the map was nothing but good looks. Gameplay isn?t interesting and were ever you go you get hurt, or you get more HP. So it?s VERY easy to get confused, "is someone shooting at me or am i just losing HP?!"

If i only would rate gameplay it would be a 1 or 2 but it?s so damn good looking so it?s a 3 from me.
Commented 18 years ago2006-02-09 07:19:03 UTC in vault item: cs_zerg2 Comment #10836
Do proper VISs for a final release: always -full, NEVER -fast!
Commented 18 years ago2006-02-09 03:55:45 UTC in vault item: cs_zerg2 Comment #10835
I get this error:

http://ipa.buffalostate.edu/~rowleybob/error6.JPG

Check your paths, and please use the proper directory structure for you custom content. For example for your sounds:

cstrike\sounds\halloween or cstrike\sounds\ambience\halloween etc.
Commented 18 years ago2006-02-09 03:29:39 UTC in vault item: curte2 Comment #10834
K. A couple of things. You know you can't have entities outside world, right? Well, the ends of your spot light beams go throught the floor. Also your bottom "floor" is only 4 units thick, and while technically it's ok, I would make them thicker--at least 32 units thick.

You still haven't removed those super detailed dishes/microwave antennas.. Tsk tsk! Have you noticed how bad they look in-game, and how your r_speeds are over 3000?! The dishes/antennas are so far away, there is no reason for them to be exquisitely detailed, and as you can see, hammer messes them up anyway.

There's something else going on wrong with this map too, because I tried to compile it with HLfix and it kept giving me an error--the map delete part--for some unknown reason. The compile took super long because of the hurdles you're giving vis--big sky box, over-detailed architecture, etc.

Don't get me wrong, I go against the grain, and make skyboxes all the time, as well use overly complex architecture, but just keep in mind it's a bad practice for the hl1 engine--use models

Good Luck!
Commented 18 years ago2006-02-09 02:20:50 UTC in vault item: ctf_wizard (for HL2CTF) Comment #10833
Update, a lot of changes here.

-Finished up middle areas.
-Added custom soundscape.
-Added easter eggs.
-And more...
Commented 18 years ago2006-02-07 23:42:25 UTC in vault item: The Box Comment #10832
Link no workie :(
Commented 18 years ago2006-02-07 23:39:57 UTC in vault item: cs_lounge Comment #10831
Link no workie :(
Commented 18 years ago2006-02-07 23:39:03 UTC in vault item: de_safehouse Comment #10830
Link no workie :(
Commented 18 years ago2006-02-07 23:32:23 UTC in vault item: Cs_Canbunk Comment #10829
Link no workie :(
Commented 18 years ago2006-02-07 23:26:41 UTC in vault item: Operation Overlord Comment #10828
Noooooo! Link no workie :(

I guess I won't see ya on the beach...
This comment was made on an article that has been deleted.
Commented 18 years ago2006-02-07 23:18:26 UTC in vault item: klingon_dm Comment #10826
Link no workie :(

Kaplaa!
Commented 18 years ago2006-02-07 19:04:25 UTC in vault item: Dam outside Beta Comment #10825
Ok so I had a little go and I like the setting aka the light environment...
The dam is very well made except for the odd gaps I noticed where I could see sky...

Now for the door...Keep it but remove the door that goes up but keep the two doors that go sideways...The light trick is a neat idea so keep that however change the textures for those doors...It looks really silly cause many recognise that as the combine door texture.

Apart from that it is nice. CLiffs are good but vary them a little instead of copying...

4 Stars cause it impressed me a bit actually.
Commented 18 years ago2006-02-07 18:58:57 UTC in vault item: Snipe Comment #10824
Try going to view, then view items. If it is still there disable shadows in the objects settings.
Commented 18 years ago2006-02-07 11:30:22 UTC in vault item: DM_Stranded V2 Comment #10821
I love it! And even though i am hunter's friend, I genuinly love this map! Its much better than his old stuff.. although i do miss the single player maps.
Commented 18 years ago2006-02-07 05:17:02 UTC in vault item: HL2 flare sequence for HL1 Comment #10819
Well, in the original, there isn't any smoke. It's not really a flare, in the usual sense, but more like a Combine version of those glow stick things, except it's a lot brighter. I don't know if there's any real-life counterpart, so I just called it a flare.
Commented 18 years ago2006-02-07 00:52:28 UTC in vault item: HL2 flare sequence for HL1 Comment #10818
Works now! Dun worry about it too much, happens constantly ;)

Pretty neat stuff--flare effect looks great imo--, though I never saw the original scene you're trying to emualte.

The only things I can think to possibly improve it would be to perhaps make the flares a bit bigger, and possibly add a smoke sprite for each flare.

Good job!
Commented 18 years ago2006-02-06 14:10:43 UTC in vault item: dm_poisongarden Comment #10817
Because I released a dozen screens in the forums. Follow this link and see for yourself. :D

http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=10296&pg=2
Commented 18 years ago2006-02-06 03:13:52 UTC in vault item: de_vine2 Comment #10816
Someday when I reinstal Source, I will play this map :(
Commented 18 years ago2006-02-05 23:13:02 UTC in vault item: curte2 Comment #10814
K. Now I can see why you've not included the bsp, at least I think I do--you have a gargantuan number of invalid solids on this map--If you don't believe me try compiling or hitting alt-p in-editor.

No doubt, caused by the many-sided satellite dishes and microwave thingies--which looked great btw, but totally beyond Hammer's potential.

Make them models, or make them less sophisticated, that would be my advice. Nice-looking stuff anyway.

Have you gotten it to compile yet? It's also good etiquette to include a working .bsp ;)
Commented 18 years ago2006-02-05 23:09:35 UTC in vault item: de_simc Comment #10813
Oh damn...i was test your map whit bots cs 1.5 , and do you know when round start 9 CT, 3 Terrorist die whit worldspawn. I thing this cause you put inf_player_deadmatch or inf_player_start to close each other or may be we have difference cs version. And one thing your map too tight:x
Commented 18 years ago2006-02-05 18:49:26 UTC in vault item: fy_dust_usmc Comment #10812
it shouldnt take that long. especially without lights.. you must have some problems for it to take that long
Commented 18 years ago2006-02-05 16:11:34 UTC in vault item: de_vine2 Comment #10811
Ah I thought i recognised the name! It's a remake of that superb HL1 level!

Good job, I really like the structure and lighting.
Commented 18 years ago2006-02-05 09:25:53 UTC in vault item: HL2 flare sequence for HL1 Comment #10809
Dangit, I swore I'd avoid all those embarrasing mistakes on my first example map! It should be fixed now.
Commented 18 years ago2006-02-05 08:28:41 UTC in vault item: de_vine2 Comment #10808
looks like a death trap out in that open space :P , downloading now
Commented 18 years ago2006-02-05 06:51:03 UTC in vault item: dm_poisongarden Comment #10807
lol cause everyone knows Rimrooks maps are gonna be good.
Commented 18 years ago2006-02-05 02:59:49 UTC in vault item: dm_poisongarden Comment #10806
just a question - how come no-one winges about the screenie? It shows nothing of the map, but when i do some similiar its 'oh fuck, no ones gonna download without a screenie!, screenies are really important"???? HUH?

nice map though
Commented 18 years ago2006-02-05 01:56:23 UTC in vault item: HL2 flare sequence for HL1 Comment #10805
Commented 18 years ago2006-02-05 01:49:15 UTC in vault item: de_dust2_css_beta7 for CS 1.6 Comment #10804
Beautiful stuff with very good performance!

You said don't mention the bugs so I shant!

Gives us non-source people a taste of what de_dust2 looks like!

Very nice work!
Commented 18 years ago2006-02-04 23:42:21 UTC in vault item: fy_smb_b4 Comment #10802
I WANT TO PLAY IT! DO I just extract the whole file to the CS maps section, or just the BSP? I cant get It to work! I WUNNA PLAY LOOKS UBER PRO!
Commented 18 years ago2006-02-04 21:43:42 UTC in vault item: dm_lakeside Comment #10801
Nice Big Map (::)
Commented 18 years ago2006-02-04 20:04:58 UTC in vault item: dm_poisongarden Comment #10800
ZOMG! Its beautiful!

This map kicks ass!
Commented 18 years ago2006-02-04 16:44:40 UTC in vault item: Slomo/Filter Example Comment #10799
Great example!
I'll use this slowmotion technique in my new horror map. :)
Commented 18 years ago2006-02-04 15:54:53 UTC in vault item: Ruled By Insanity Comment #10798
These two steps... these small one... Grrrr

Sorry about that I was too lazy back then to aglain a ladder to the cliff. And I'm not going through the compiling, again. :( Those steps were the easiest part of the climbing for me, the other parts were much harder.

If I would change it(and I wont) I'll remove all that climb and add a vine that you will climb on (gunman has a texture for that) and will add a face ladder instead the two lower steps!

...Maybe I will remake it... I cant stand having this entery here...
Commented 18 years ago2006-02-04 15:23:53 UTC in vault item: dm_poisongarden Comment #10797
Whoa, the screenie makes me dizzy--PWN!

At the beginning, I would like to say thank you for including the source files! Did you use Textlights at all? You left out the dm_poisongarden.rad if you did :)

+Poison sprites look great!
+Excellent Idea with the rotating glyph-thinies
+Weapons platform/glyphs pwn!
+Excellent effect with the obeleisk glow textured down the stairs--exquisite!
+Main circurar room looks amazing!
+Nice Ambients
+Interesting, original layout

-some stuck points in the tunnel--inside part of the turns therein
-neat stuff in the poison areas, but you don't have much time to appreciate them while you're dying :P

I'm still not sure how I feel 'bout the poison concept. I mean it's definitely original, and cool, but you might consider perhaps lessening the damage or changing it around a bit--godmode turn on!

That nonwithstanding, this is 5-star work all the way in terms of just about every category.

Another superb uber-quality map from Rimrook!

5 Stars
Commented 18 years ago2006-02-04 14:49:45 UTC in vault item: Facility Escape Comment #10796
Some neat stuff on this map. Gameplay is just hard enough to make it fun.

Neat scriptingin places--I didn't know zombies could climb! Dead guy models, extended apache explosion all pretty neat.

Your bullhorn props are nice in the final room, but either hammer has messed them up--more likely--or u did. If the former is true, try using HLfix. It works pretty good for fixing the brushwork that hammer buggers up when it compiles.

There are some recent maps in the "problem maps" section that where NinjaGrinch did some tutoring for us :) Check them out!

Mapping in general is nice enough, but I would try to eliminate some of the crates from the last are, as it's saturated with them. Nice though at least detailed them up nice and proper, which is more than most people do...

Nice Work!
Commented 18 years ago2006-02-04 07:59:20 UTC in vault item: dm_poisongarden Comment #10795
told you,that fileupyours would cause trouble :P
Commented 18 years ago2006-02-03 20:35:41 UTC in vault item: fy_dust_usmc Comment #10794
Meh, I could but honestly I don't really want to compile. You see, I can't leave my comp on overnight so I have to do it when I have free time, and it takes up one hour to do it without having access to my computer. I can manage it sometime but don't really feel like it...
Commented 18 years ago2006-02-03 19:31:15 UTC in vault item: dm_poisongarden Comment #10793
Linky fixxy
Commented 18 years ago2006-02-03 15:24:53 UTC in vault item: dm_poisongarden Comment #10792
I agree with FresheD. The poison is actually a pain in the butt during gameplay, the damage that it causes is just way too high. And even if you can escape from a poison cloud, you'll die, because it "keeps on burning" after you've touched it.

Don't get me wrong, the map itself HAWT! :)
Commented 18 years ago2006-02-03 11:46:47 UTC in vault item: dm_poisongarden Comment #10791
Bandwidth limit exceeded. Get better hosts :x .
Commented 18 years ago2006-02-02 21:57:39 UTC in vault item: VertexManipProb fixed Comment #10790
sry bout above...wrong button
Commented 18 years ago2006-02-02 21:49:28 UTC in vault item: VertexManipProb fixed Comment #10788
Wow, that looks great...'cept for my texture work :P (I'm learnin')

I've really got to remember to check in on areas I'm submitted to so I can see stuff like this sooner. Thanx for the compile info Nin, I'm gonna add in hlfix now and get back to work on the map that was made for.
Commented 18 years ago2006-02-02 20:38:19 UTC in vault item: fy_dust_usmc Comment #10787
Can't you just recompile then (and add lighting ;)), with those wads not loaded into Hammer? Or did you loose the source of this map?
Commented 18 years ago2006-02-02 19:41:47 UTC in vault item: fy_dust_usmc Comment #10786
Sorry for the double, but I should explain why that wad is required even though not used in the map. You see, I made this map months ago when I was, well, a newb at map-making. I put in pretty much all wad-files, even ones that weren't created. That was my big mistake... So if you don't have CZ, it won't work.
Commented 18 years ago2006-02-02 19:40:28 UTC in vault item: fy_dust_usmc Comment #10785
I should've made a note, it is a CZ map...
Commented 18 years ago2006-02-02 19:38:17 UTC in vault item: Facility Escape Comment #10784
I made a new version! Yay!!! :D
but...sadly hammer had an error and won't compile it
NEW VERSION:

Ambush
G-man
cool new lights and triggers
Commented 18 years ago2006-02-02 19:32:20 UTC in vault item: fy_dust_usmc Comment #10783
I don't know if it's me or you, but this happened when I tried to play it

WARNING: Couldn't open czde_aztec.wad
Commented 18 years ago2006-02-02 19:31:24 UTC in vault item: fy_dust_usmc Comment #10782
It's not hard to believe this took a week, good maps can (and often do) take months.

But without lighting, I wouldn't call this finished. Maybe you don't care about that, but maps tend to look pretty boring without it. So, moved to the unfinished vault.
Commented 18 years ago2006-02-02 17:37:21 UTC in vault item: dm_poisongarden Comment #10781
Rimrook please reupload it somewhere! :)