Commented 18 years ago2006-01-20 19:52:37 UTC
in vault item: Escape from Black MesaComment #10573
Thanks. I have considered porting this to CS:Source as a cs_ map. But I don't have a lot of free mapping time at the moment.
Remember, this was the first map I have ever released. So I had not figured out all the mapping tricks yet at the time. Notice the bad vertex manipulation?
Commented 18 years ago2006-01-20 19:31:36 UTC
in vault item: Escape from Black MesaComment #10569
Fun map, although the player gets caught easily on trimwork by the doors, which is unecessarily annoying imo. Perhaps make some of the trim "not solid". Ladders don't extend right to the top of things, so unless your careful, you fall easily, which may have been done intentionally?
Great gameplay and fun, I completed the course with a couple of trys and without the stupidly big walkthrough--I shouldn't make fun, I'm longwinded a lot as well--, but it shows you're thoughtful.
Nice clean layout, which might make a nice cs/de/fy map or part of one. Nice detail and pretty much everything else.
Commented 18 years ago2006-01-20 02:29:10 UTC
in vault item: Ominous Reality Part1Comment #10561
+Excellent brushwork and detailing!
I loved the many-sided pipes along the walls, and of ones in the floor with the blue lighting. Nice, original detail work on doors and just about every thing else in this one. The puddle(s) coming from the barrel is one of the most realistic I've encountered--actually round-shaped--, and nice live wires!
+Nice Triggers, ambients and sprites! +Nice easter egg behind the rubbish--which was also nice +Nice lighing and nice use of HL textures. +Good monsters and weapon placement.
-could do with a better story or premise, as I wasn't sure what was going on. -gameplay was fine, but could be improved, and maybe a little harder -I'm noticing a trend in your maps--lots of breakable boxes with nothing in them. Give us some MRE gibs or something
Commented 18 years ago2006-01-19 21:56:51 UTC
in vault item: op_airfeildComment #10558
Well Hell I do like this concept. Isnt that bad of a first map. Couple things I noticed...
Change Skybox Scale (I know, you like it that way)
Just a question... How the hell did you get max patches with this map? Anyways, you didnt have to lower the scale on the textures to fix it. If you use Batch Compiler you can change the chop value, default is 64 so if you increase the limit to say.. 84, it most likely would work. I had to do this with cargohold and it worked. Hardly any difference with the way the lighting is patched.
arg! the bloody gate thing, the dead barney to the right of it manages to block it somehow, ive moved him, deleted him and put a new one in but the damn gate gets snagged on him stupidly - i dont get it. If hes gone it works but i want him there, hmm... 'tis a mystery.
Commented 18 years ago2006-01-18 19:14:32 UTC
in vault item: VertManipProbComment #10546
If you eliminate the center section of the 2nd and 4th pars of the capsule, it makes for a much cleaner looking shape, albeit you have to compromise the design a bit. So instead you'd have 3 main shapes insead of 5.
Modeling isn't so impossible, but it's definitely harder than Hammer--at least at first. Plus there's lots of people who are good at it here that can answer your modeling questions
Commented 18 years ago2006-01-18 16:31:43 UTC
in vault item: de_twilightComment #10543
I'd have to agree with most people who commented.
This is becoming a server favorite. The map is very good in almost every aspect. THe only thing I have wrong is, like said before, no ambience, and the crates/barrels.
Why crates? DON'T USE CRATES UNLESS YOU HAVE A REASON!!! And why barrels? It doesn't make any since... really. And many of them are too big. The rooms and things however were very nice.
The doors were a no no. My friends played this for about 30 minutes, and the entire time I constantly heard "please tell me this door is breakable".
Add a plot. It makes the scene seem so much more realistic.
I recomend making a a version for any of the other map types. AS, ES, and CS. This map is perfect for ALL types. In fact, MAKE ONE OF EACH! RIGHT NOW!
If you fix this version, and/or make other game type versions of it, PLEASE contact me. We love this map.
forgot to mention that the custom sounds should be put in just the sound folder not under ambience. Put the models in models AS IS, same for the sprites in the sprites folder. That should be everything - now get playing - need feedback
Commented 18 years ago2006-01-18 16:12:45 UTC
in vault item: de_syrinxComment #10536
Ok, now for my bitching...
One: Crates. Why? Oh, why? Crates are the most over-used thing of ALL maps. To make a long lecture short, only use crates if they have a reason to be there. In this case, make sure we know they hold crystals.
Two: Lighting. It got boring... fast. This goes into number
Three: Texturing. Very bland and boring. Between that and the light, it was impossible to tell where you were in the map. Everything looked the same.
Four: Architecture. The stairs were far too steep. I always tumbled down the stairs rather than walked. There were some spots that just didn't make any since, and most of the map was very linear.
Five: Layout. What building in the world is constructed like that? Why would someone make stairs leading into all these places? Where am I? Make me believe I'm in a crystal mine or factory, where these things are actual produced.
Six: Gameplay. I think you already understand, but I give you major props for making it a functional defusion map rather than an AIM of FY, which are close to worthless.
Seven: Plot. Major props for having one. Most people don't care, but I enjoy knowing what my setting is. It makes me believe where I am. The only thing I have against it is... why would you wanna blows those up? I'd steal them. Maybe you should make it an ES map where the terrorists are mining illegal crystals and they're being arrested and taken by force.
Overall, I give it a 2... I'm sorry I couldn't say much more. Work on this again.
Commented 18 years ago2006-01-18 16:04:18 UTC
in vault item: EscapeComment #10535
I love the details like the wires on the laptop and where the missing panel is, but the grey crete rooms around the steel cart thing are too bare and seem like youve tried to hide them in darkness. Monster placement is good, not boring as they spawn in. The zombie was weird but i shot it like 20 time in the head then use my crowbar on until it just exploded on the spot (was it scripted to do something?).
Commented 18 years ago2006-01-18 06:11:56 UTC
in vault item: fy_deathrows2fxComment #10531
this should get moved to the unfinished vault.. fullbright maps are NOT complete... if you wanted 'a lot' of light, add bright lights. Nothing should make people have to play on a map without shadow...
Commented 18 years ago2006-01-18 04:57:48 UTC
in vault item: EscapeComment #10529
I have an update on the way adding some stuff to the large rooms as people said there a little empty. There will be when it works a script for the scientist when you find him but the AI is going against it I have never got stuck in the window so i`m not sure what you did to do that. mayby after school i`ll update.
Commented 18 years ago2006-01-18 02:22:42 UTC
in vault item: LavaLab: EruptComment #10528
3 stars? you guys are on some serious crack if you rate this 3 stars. If I had a top 5 for favourite maps, this would probably be in it.
Superb architecture, texturing. and lighting make this map a pleasure to walk through. Even though this uses original HL textures throughout, they're applied so well, you truly don't notice it. Excellent transitions from light to dark areas and to the lava area where you can almost feel the heat
I loved the glass observation structure above, the helipad area, and the detailed holes/damage in the computers looked superb.
Superb work! I must have spent 20 minutes, just walking around with my mouth open
Commented 18 years ago2006-01-18 02:04:18 UTC
in vault item: CarbaseusComment #18239
Simply amazing work!
The level of detail, fluidity, sounds, textuing, layout and of course, architecture, are simply superb! This map gets "superb" for every area of mapping I'm aware of, except the sky! You did all this work only to use the old desert sky--yuck
It doesn't really matter though, I suppose, becuase this is easily one of the best maps I've ever seen for the half-life engine. This map makes me want to learn more about architectue and art, so I can properly appreciate/classify it!
Gameplay might be sketchy 'cause of the 2000 level wpolys, but considering the level of detail in this map, that's not really that bad imo.
I loved the ramps that take you through every area of this exquisite work, as weel the beautiful water in the courtyard, pillars, and tons of other structures I can't even identify!
Commented 18 years ago2006-01-18 01:49:09 UTC
in vault item: MansionComment #10524
Excellent, Excellent work! I spent 5 minutes just in awe of the outside, and probably 20 minutes indoors. The only thing I was disappointed by the lack of an ending, which by reading the comments I seem to have missed.
+Nice Architecture +Excellent texturing ++Superbe ambience, lighinting and sprite use. +Excellent detail! The ghostly chair really freaked me out for some reason!
The scale was a little off, and some minor things could have been detailed better, but for the vast majority of this, I love your concepts, attention to detail, and creativity!
Commented 18 years ago2006-01-17 21:16:31 UTC
in vault item: EscapeComment #10523
Very nice job, especially for your first "completed" map!
General architecture was great/interesting, save a very few invalid solids that were a small distraction--hit alt-p in hammer to find them, and fix them up! Detail work is excellent and inventive--glowing light socket, wiring etc. Trim drains in front of walls was great.
Texturing and lighting were really well done. Good job!
Gameplay is hard but not to hard, and very fun/interesting/creative. Scripting, weapons placement, and puzzles are great. Excellent!
Bugs/distractions -If you jump through the glass rather than take the elevateor down to the scientist, weird things happen, like getting stuck there! -1st elevator setup is strange, and could be greatly improved imo. -"final" area is nicely done, but the textures of the walls around the Osprey could be improved.
Overall, excellent work, with still some room for improvement.
I'm going 5 on this one for the overall excellent work and great gameplay.
Commented 18 years ago2006-01-17 19:33:23 UTC
in vault item: VertManipProbComment #10522
I'd be willing to bet there is a method for making this work in hammer, but I must admit I dont know how.
I spent a good chunk of time putting all the vertexes on grid and removed the invalid solids, and it still looked horrible in-game.
Note: I case you didn't know, it is not advisable to rotate/scale complex objects like this as you would a box. It creates off-grid verticies and other nastys.
I know this isn't what you want to here, but this would be so easy to do with a model--milkshape...
You might pm trapt on this one, as he's pretty good at teh VM. Maybe make a tutorial out of it.
Commented 18 years ago2006-01-17 19:25:09 UTC
in vault item: op_airfeildComment #10520
Thanks for ya review
Don't worry as i said up there i was going to change it and add extras in. No wait, that must of been my other post,lol. Well anyway i will be making it look a lot cooler once i have my surf map done and dusted.
- Moved to unfinished.
Remember, this was the first map I have ever released. So I had not figured out all the mapping tricks yet at the time. Notice the bad vertex manipulation?
Ladders don't extend right to the top of things, so unless your careful, you fall easily, which may have been done intentionally?
Great gameplay and fun, I completed the course with a couple of trys and without the stupidly big walkthrough--I shouldn't make fun, I'm longwinded a lot as well--, but it shows you're thoughtful.
Nice clean layout, which might make a nice cs/de/fy map or part of one. Nice detail and pretty much everything else.
Great Job!
Jeez.
Deleted the spam account posts... :
"Nice map" - hahahaha
"very colorful, i like it" - bhahahaha
"not so bad... good as lan party map and should be played on fun servers ;)" - hahahahaha (inhale) bhahahahaha
"
"already in my server's mapcycle (TeamFUN)" - BWAHAHAHAHAHAHAHA (inhale) HAHAHAHAHAHAHA teehee
Moving it to unfinished because it IS unfinished if it's fullbright.
I dident get the scientist stuck in me, But I think that zombie is ai scripted or hes on scripts with the non interuptable thing on.
I loved the many-sided pipes along the walls, and of ones in the floor with the blue lighting. Nice, original detail work on doors and just about every thing else in this one. The puddle(s) coming from the barrel is one of the most realistic I've encountered--actually round-shaped--, and nice live wires!
+Nice Triggers, ambients and sprites!
+Nice easter egg behind the rubbish--which was also nice
+Nice lighing and nice use of HL textures.
+Good monsters and weapon placement.
-could do with a better story or premise, as I wasn't sure what was going on.
-gameplay was fine, but could be improved, and maybe a little harder
-I'm noticing a trend in your maps--lots of breakable boxes with nothing in them. Give us some MRE gibs or something
Beautiful detailing, Excellent work!
5 Stars
Make the scale Bigger on the textures, not smaller... Sorry.
Change Skybox
Scale (I know, you like it that way)
Just a question... How the hell did you get max patches with this map? Anyways, you didnt have to lower the scale on the textures to fix it. If you use Batch Compiler you can change the chop value, default is 64 so if you increase the limit to say.. 84, it most likely would work. I had to do this with cargohold and it worked. Hardly any difference with the way the lighting is patched.
Nice work...
3 Stars
I would like to see some improvement though.
hahahhahaaha,omg I fell from my computer chair...
1) Fullbright sucks, if you're to lazy to give the map some lights then why even bother mapping?
2)Funny to see that you created accounts (or asked friends) to rate your map 4 stars. Nub.
3)This map is not release worthy in mappers view, it's blocky and boxed out, fullybright and badly textured.
It is release worthy in the default fy nub view. Good job! (not)
4) What's the point of the cl_shadows 0 command?
I mean, playing a map fullbright makes the map ugly and it's kinda lame.
Fucking cs players........ camping is a part of the game!
NOT considered as cheating.
http://cs.jbdubbs.com/wads.html
+Good architecture
+Nice texturing
+Nice placement of stuff
-The door thingo dident fall down which I think it was suppost to
-Could have done al little bit more to just finish the room of the second map
Yeah when I shot the thing on top of the door I died and dident know what happend then I thought it might have been it was suppost to fall.
But very nice. I won't rate it yet because its unfinished
Oh and I dident get that kind of lighting in the area in the pic, might hae just been bacause I was playing in HL:visitors
Modeling isn't so impossible, but it's definitely harder than Hammer--at least at first. Plus there's lots of people who are good at it here that can answer your modeling questions
Thanx for the help thou guys.
This is becoming a server favorite. The map is very good in almost every aspect. THe only thing I have wrong is, like said before, no ambience, and the crates/barrels.
Why crates? DON'T USE CRATES UNLESS YOU HAVE A REASON!!! And why barrels? It doesn't make any since... really. And many of them are too big. The rooms and things however were very nice.
The doors were a no no. My friends played this for about 30 minutes, and the entire time I constantly heard "please tell me this door is breakable".
Add a plot. It makes the scene seem so much more realistic.
I recomend making a a version for any of the other map types. AS, ES, and CS. This map is perfect for ALL types. In fact, MAKE ONE OF EACH! RIGHT NOW!
If you fix this version, and/or make other game type versions of it, PLEASE contact me. We love this map.
4 stars, because it could be better.
Secondly, people on my server played this for about 20 minutes, and they were dying to play CT. It was an unfair map.
We never found the bombsites. CT Spawn? Only one?! Ct sided map.
Water was a decent glitch, but the very first time I jumped from the top floor, I was killed instantly upon impact with an oblivious CT's head.
Lights switches were nice, but ultimately ineffective.
Too many prefabs.
You couldn't walk down the tunnels, which wasn't believable. Use chain-link fence or maybe a blocking APC so I know why I can't go down them.
The stairs were too steep, and the entire map was just... it wasn't very good...
The outside was very nice, however.
I give it 2 stars
One: Crates. Why? Oh, why? Crates are the most over-used thing of ALL maps. To make a long lecture short, only use crates if they have a reason to be there. In this case, make sure we know they hold crystals.
Two: Lighting. It got boring... fast. This goes into number
Three: Texturing. Very bland and boring. Between that and the light, it was impossible to tell where you were in the map. Everything looked the same.
Four: Architecture. The stairs were far too steep. I always tumbled down the stairs rather than walked. There were some spots that just didn't make any since, and most of the map was very linear.
Five: Layout. What building in the world is constructed like that? Why would someone make stairs leading into all these places? Where am I? Make me believe I'm in a crystal mine or factory, where these things are actual produced.
Six: Gameplay. I think you already understand, but I give you major props for making it a functional defusion map rather than an AIM of FY, which are close to worthless.
Seven: Plot. Major props for having one. Most people don't care, but I enjoy knowing what my setting is. It makes me believe where I am. The only thing I have against it is... why would you wanna blows those up? I'd steal them. Maybe you should make it an ES map where the terrorists are mining illegal crystals and they're being arrested and taken by force.
Overall, I give it a 2... I'm sorry I couldn't say much more. Work on this again.
2) what?! what the HELL is the point of that?
cl_shadows 0
And it has a shot of the dead barney facing the wall at the start on there
I have an update on the way adding some stuff to the large rooms as people said there a little empty.
There will be when it works a script for the scientist when you find him but the AI is going against it
I have never got stuck in the window so i`m not sure what you did to do that.
mayby after school i`ll update.
Superb architecture, texturing. and lighting make this map a pleasure to walk through. Even though this uses original HL textures throughout, they're applied so well, you truly don't notice it. Excellent transitions from light to dark areas and to the lava area where you can almost feel the heat
I loved the glass observation structure above, the helipad area, and the detailed holes/damage in the computers looked superb.
Superb work! I must have spent 20 minutes, just walking around with my mouth open
5 Stars
The level of detail, fluidity, sounds, textuing, layout and of course, architecture, are simply superb! This map gets "superb" for every area of mapping I'm aware of, except the sky! You did all this work only to use the old desert sky--yuck
It doesn't really matter though, I suppose, becuase this is easily one of the best maps I've ever seen for the half-life engine. This map makes me want to learn more about architectue and art, so I can properly appreciate/classify it!
Gameplay might be sketchy 'cause of the 2000 level wpolys, but considering the level of detail in this map, that's not really that bad imo.
I loved the ramps that take you through every area of this exquisite work, as weel the beautiful water in the courtyard, pillars, and tons of other structures I can't even identify!
Superb work.
5 Stars
+Nice Architecture
+Excellent texturing
++Superbe ambience, lighinting and sprite use.
+Excellent detail! The ghostly chair really freaked me out for some reason!
The scale was a little off, and some minor things could have been detailed better, but for the vast majority of this, I love your concepts, attention to detail, and creativity!
Excellent work!
5 Stars
General architecture was great/interesting, save a very few invalid solids that were a small distraction--hit alt-p in hammer to find them, and fix them up! Detail work is excellent and inventive--glowing light socket, wiring etc. Trim drains in front of walls was great.
Texturing and lighting were really well done. Good job!
Gameplay is hard but not to hard, and very fun/interesting/creative. Scripting, weapons placement, and puzzles are great. Excellent!
Bugs/distractions
-If you jump through the glass rather than take the elevateor down to the scientist, weird things happen, like getting stuck there!
-1st elevator setup is strange, and could be greatly improved imo.
-"final" area is nicely done, but the textures of the walls around the Osprey could be improved.
Overall, excellent work, with still some room for improvement.
I'm going 5 on this one for the overall excellent work and great gameplay.
Looking forward to more of your stuff!
5 Stars
I spent a good chunk of time putting all the vertexes on grid and removed the invalid solids, and it still looked horrible in-game.
Note: I case you didn't know, it is not advisable to rotate/scale complex objects like this as you would a box. It creates off-grid verticies and other nastys.
I know this isn't what you want to here, but this would be so easy to do with a model--milkshape...
You might pm trapt on this one, as he's pretty good at teh VM. Maybe make a tutorial out of it.
I opened the walls and just thought, hey, this could look cool as a hanger on a air feild. So i made the runway and what not.
So as it came to real layout planning i had non.ha ha
But i didnt care, i just wanted to make my first ever map.
p.s has anyone found how to get to the secret bit yet
Don't worry as i said up there i was going to change it and add extras in. No wait, that must of been my other post,lol. Well anyway i will be making it look a lot cooler once i have my surf map done and dusted.
Once again a giant evil city map with evil R_speeds...
It looks good, but Really, I agree with Alex, something like this should be in source...
Great map!
I absolutly love the lighting. Great job man!