Commented 18 years ago2006-02-10 13:57:30 UTC
in vault item: Timefall (SP Mod)Comment #10843
Im sorry but I still can't agree with the points most people have made, yes it does have story implemented, but it's poorly pulled off. The mapping is generally quite bland and ugly, i've seen better work from tlax, it all seems rushed and over-complicated. Textures dont match up (the water at the start just constantly changes colour!). I had a mate play through it who knows nothing about mapping but loves hl-mods and he wasnt too impressed with it either. Again i'm sorry but i have to do what I beleive is necessary and rate it down, 5 stars is an illusion it doesnt deserve, I dont know if it's because YOU made it or something else but people overated this map hugely.
Commented 18 years ago2006-02-09 13:28:39 UTC
in vault item: cs_zerg2Comment #10839
u forgot to add a sprite and its REALLY annoying cut n pasting all of ur files into the specific paths like rowleybob said... fix everything and if u need help ask dont make dozens of people suffer just because u didnt take that little extra step
Commented 18 years ago2006-02-09 08:00:21 UTC
in vault item: dm_poisongardenComment #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 03:29:39 UTC
in vault item: curte2Comment #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
Commented 18 years ago2006-02-07 19:04:25 UTC
in vault item: Dam outside BetaComment #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...
Commented 18 years ago2006-02-07 11:30:22 UTC
in vault item: DM_Stranded V2Comment #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.
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 ago2006-02-05 23:13:02 UTC
in vault item: curte2Comment #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_simcComment #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 02:59:49 UTC
in vault item: dm_poisongardenComment #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?
Commented 18 years ago2006-02-04 15:54:53 UTC
in vault item: Ruled By InsanityComment #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_poisongardenComment #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
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.
Commented 18 years ago2006-02-04 14:49:45 UTC
in vault item: Facility EscapeComment #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...
Commented 18 years ago2006-02-03 20:35:41 UTC
in vault item: fy_dust_usmcComment #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 15:24:53 UTC
in vault item: dm_poisongardenComment #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.
Commented 18 years ago2006-02-02 21:49:28 UTC
in vault item: VertexManipProb fixedComment #10788
Wow, that looks great...'cept for my texture work (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.
https://twhl.info/thread/view/9509?
Map looks great btw! Creatively original architecture, perfect texturing, nice detail and doodads, good scripting, and great gameplay!
Nice, clean, work. Finish!
5 Stars
congrats, this is the first source map i'm DLing to view.
Rating will follow.
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.
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.
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!
-Finished up middle areas.
-Added custom soundscape.
-Added easter eggs.
-And more...
I guess I won't see ya on the beach...
Kaplaa!
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.
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!
http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=10296&pg=2
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
Good job, I really like the structure and lighting.
nice map though
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!
This map kicks ass!
I'll use this slowmotion technique in my new horror map.
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...
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
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
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!
Don't get me wrong, the map itself HAWT!
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.