Comments

Commented 18 years ago2006-01-17 16:20:59 UTC in vault item: de_syrinx Comment #10517
Maps that are fast and serious are hard to find these days. I'll try this out on my server.

Will not reate until played
Commented 18 years ago2006-01-17 15:15:15 UTC in vault item: TWHL Dedication Project Comment #10516
If you want more then wait...I have my other project to get on with...
Thanks for the comment.
Commented 18 years ago2006-01-17 14:31:34 UTC in vault item: Escape Comment #10515
Ansith, you must have run a map right before you did Killer's.

Sometimes, Half-Life doesn't clean up the dead monster. Probably just a coincidence.
Commented 18 years ago2006-01-17 14:29:58 UTC in vault item: bl_twhl Comment #10514
I added Wadinclude and fixed the lighting issues.
Commented 18 years ago2006-01-17 14:22:29 UTC in vault item: VertManipProb Comment #10513
Could be non-planar faces as well. Faces that aren't completely flat. Can happen easily when making cylinders sloped. Make sure the top edges have the exact same direction as the bottom edges. Yeah, how could I explain in other words...
Commented 18 years ago2006-01-17 13:02:09 UTC in vault item: Escape Comment #10512
"Were put on planetphillip"
???
Commented 18 years ago2006-01-17 12:29:22 UTC in vault item: fy_deathrows2fx Comment #10511
:)
Commented 18 years ago2006-01-17 10:39:48 UTC in vault item: Escape Comment #10510
No i meant the one at the very begining, Where you start before you go into that room. And if you dident notice this map (And my map) Were put on planetphillip (under our names of course). I was suprised when I saw both of them put up there.
Commented 18 years ago2006-01-17 10:28:22 UTC in vault item: Strange Findings part 1 Comment #10509
oh ok, thanks ;)

Well, I tested it, and didn't get what to do in the room with the two huge piranas =/ ...
Commented 18 years ago2006-01-17 09:40:16 UTC in vault item: fy_hunderhave Comment #10508
NEVER!! BITCH!
Commented 18 years ago2006-01-17 06:01:33 UTC in vault item: VertManipProb Comment #10507
You probably have off grid vertices, caused by scaling (Ctrl+M). Rotating objects like this also causes this.
Commented 18 years ago2006-01-17 01:19:46 UTC in vault item: fy_deathrows2fx Comment #10506
funny how a nuclear storage facility is a bunch of rooms with crates in 'em.
Commented 18 years ago2006-01-17 00:18:19 UTC in vault item: Strange Findings part 1 Comment #10505
put it in valve/maps and then in the console type map strange_findings1
Commented 18 years ago2006-01-16 23:03:54 UTC in vault item: cs_tobenamed Comment #10504
i was working on that one, plus its in the unfinished maps pile so essentially.. its still unfinished
Commented 18 years ago2006-01-16 20:39:43 UTC in vault item: fy_deathrows2fx Comment #10503
well it's finished if you are asking to me, i wouldn't put it in completed stuff :P

ccc...
@ *Mario

@ Daubster

well, i wanted to have a lot of light, trust me; "also" not a misstake ;)

I haven't messed up the buttons, i made them look like that, it's not a misstake...
Commented 18 years ago2006-01-16 20:18:52 UTC in vault item: Water Burials Comment #10502
Thanks Captain P for the comments.
Commented 18 years ago2006-01-16 19:40:45 UTC in vault item: de_ddust Comment #10501
This comment was made on an article that has been deleted.
Commented 18 years ago2006-01-16 19:29:04 UTC in vault item: de_repo Comment #10499
- I don't get the gameplay,
- the stairs are incredibly messy,
- there are items to pick up,
- there is a water landing zone,
- the whole map got a general scale problem,
- HL textures.

+ the r_speeds are ok,
+ the map file is light,
+ this is not a dust remake, nor a "fun" map,
+ the map has something original, something that could make a nice map ...
Commented 18 years ago2006-01-16 19:15:01 UTC in vault item: fy_hunderhave Comment #10498
does the map sucks as much as the screenshot makes it suppose to ?
Commented 18 years ago2006-01-16 19:13:42 UTC in vault item: Strange Findings part 1 Comment #10497
Excuse me but ... what am I supposed to do with the .bsp file to play the mission ? =/ ...
Commented 18 years ago2006-01-16 18:02:59 UTC in vault item: bl_twhl Comment #10496
is there a way you can send us a wadinclude version of the bsp cuz peeps are shying away from dl times on our server only if they knew what a jem this was
Commented 18 years ago2006-01-16 16:37:56 UTC in vault item: Level Comment #10495
Lol nice Urban! You used lighting in your first map, which is impressive to me, considering my first 20 maps were all fullbright!

Actually really good brushwork for a first one two. I didn't discover spikes, or other than square shapes for a long time as well :)
Commented 18 years ago2006-01-16 16:28:38 UTC in vault item: fy_natureworld Comment #10494
Very nice FY map in the spirit of playground imo. I like the pointy decoration thingies on the top of the walls, the camo net ladders and the rain. Maybe some jungle sounds to boot?

How did you do the jungle gym thingies!? they were great! are they func_ladders or what?

Nice Job!
Commented 18 years ago2006-01-16 16:16:15 UTC in vault item: op_airfeild Comment #10493
K. Where to begin with this one... Well, first I would like to say I LOVE the concept, and for a beginner maps this is extremely well done. However there are some ugly flaws, some easy to fix, some not so easy.

Start with the easy I guess. Re-texturing isn't hard and this map could definitely use some of that. Don't get me wrong though, because In general I like you basic colors--I like the dark runway, and the bright grass for instance, but they could definitely be don better.

I would scale the runway textures huge to make for better r_speeds, and perhaps replace it with a slightly lighter "black". Same with the hangar becuase it's so big, scale up those textures and watch your r_speeds go down. I won't look as good, but with a big open map like this, your choices are limited.

Your other choice of course would be to change the layout. So the engine isn't rendering so much of this map at once. You can do this by how much a player can see at any one time, and as it is now, the player can see way too much :P

No lights? Bad. I know it takes longer to run vis and rad, but it makes your map look so much better.

I could go on and on, but in the interest of my time, I'll throw out some more random suggestions. If you release a new version of this, I'll be happy to review it again.

-Scale is way to big for most things --fence, doors, helipad, all way to big.
-Make the hangar smaller, put a simply designed airplane in it, and close the hangar doors almost all the way, to increase your performance.
-Reference Pics: it's obvious to me you know what an airport looks like from the nice details, but it's also obvious you didn't use reference pics too much because of some of things that looked a little off. If I'm wrong on this, I would still recommend checking out some more ref pics.
-add a lip value to your doors so you don't see the ugly brush intersection when they are open
-add some ambient sounds! Airplanes wooshing by, tower chatter, supprort trucks!
-ladders look pants :(
-try to transition going from the end of the map to the sky textures. It looks weird, and i'll admit, it's a difficult problem to fix.

Excellent First map and also very clean in that there was no major brushing errors I could see. Looking forward to seeing a new version of this!

Nice job!

3 Stars
Commented 18 years ago2006-01-16 15:36:38 UTC in vault item: ns_ethereal (for Natural Selection) Comment #10492
Oooh I didn't read the part about the bsp... Please PM me if you finish it!

Again, looks very boss 'bout the screenshot...a bit like Mustafar :P

Well the good thing anyway is that I reinstalled NS becuase of this map, and played it a little last night. Wow what an awsome game that I totally forgot about :)
Commented 18 years ago2006-01-16 15:29:23 UTC in vault item: op_airfeild Comment #10491
lol

Yer i know but i promissed i wouldnt chnage it so i stick to that.

Also i will be working on op_airfeild2 which will be basicly and updated all buged fixed map with extras on whichi know will be pushing the compile limit but, bleh. It will be done!
Commented 18 years ago2006-01-16 12:45:02 UTC in vault item: de_syrinx Comment #10490
Thank you for the comments everyone! I agree with most of your opinions. I particularly don't enjoy the gameplay on this map, it is too small, and crowded at times, and too short. It takes around 10 seconds for each team to reach the A bombsite, which makes for quick rounds that soon get repetetive. I think I did a good job with the architecture and texturing. It has simple design, which would be realistic to an egyptian temple/tomb (I don't even know which it is.) It would have been nice to add some trim to the walls, but some of the angles were a bitch, so I dont want to try to add trim. (Maybe I will, someday.)
Commented 18 years ago2006-01-16 12:40:38 UTC in vault item: Escape Comment #10489
thats the game AI. Al the fighting nosise at the start is him fighting and dieing.
Commented 18 years ago2006-01-16 12:36:30 UTC in vault item: fy_deathrows2fx Comment #10488
I wouldn't call this finished without lighting...

moved to unfinished vault.
Commented 18 years ago2006-01-16 11:13:25 UTC in vault item: Knife Arena - Sky City Comment #10487
hmm.. yea wish i couldt test this out but you know my story cheesy :)
Commented 18 years ago2006-01-16 11:10:42 UTC in vault item: fy_deathrows2fx Comment #10486
The map is.. Fullbright.
Saw this map @ fpsbanana, btw :)
Commented 18 years ago2006-01-16 11:05:43 UTC in vault item: Knife Arena - Sky City Comment #10485
Seventh Monkey: Some people don't like Source : End Story.
Commented 18 years ago2006-01-16 06:04:51 UTC in vault item: Lab17: Quake Comment #10484
I'll add this map to my HLDM server. :)
Commented 18 years ago2006-01-16 05:23:53 UTC in vault item: Escape Comment #10483
I found the dead barney at the start a bit strange, he was facing the wall.
Commented 18 years ago2006-01-16 03:19:43 UTC in vault item: Knife Arena - Sky City Comment #10482
Well I could have lowered the r_speeds, probably a great deal, but I really wanted to let the textures look good so I didn't stretch most of them.
Commented 18 years ago2006-01-16 03:15:30 UTC in vault item: Knife Arena - Sky City Comment #10481
Why are you, of all people, still mapping for HL? :|
Commented 18 years ago2006-01-15 23:41:44 UTC in vault item: fy_deathrows2fx Comment #10480
fy maps are getting smaller by the day ;)

- the texturing on the buttons was messed up

the map is alright but a little simple.. nice work
Commented 18 years ago2006-01-15 22:19:35 UTC in vault item: op_airfeild Comment #10479
but there are many other bugs, but map isn't so bad ;)
Commented 18 years ago2006-01-15 20:00:41 UTC in vault item: cs_aztec2 Comment #10478
A very nice, refreshing CS map in the spirit of de_aztec.

+Nice subtle ambients
+Excellent layout
+Excellent texturing
+Nice lighting, but maybe a little bright in the main areas

Architecture is really nice throughtout, except I'm noticing splitting that seems to biscect all your main walls... I'm pretty sure it's a brushwork thing and not a texturing problem, so whatever you do with this, I'd try to fix it as it's quite a distraciton imo.

I would put all the hosties in one area, but without playing the map in MP, I don't really know if this is necessary or not.

A very, very nice map.

If this was an original map and not a clone, I'd most likey go 5 stars, hence:

4 stars
Commented 18 years ago2006-01-15 19:49:28 UTC in vault item: Action Flat Comment #10477
A tiny map, with some terrible brushing errors, but still inspiring just the same. I loved the toilet prefab, even though almost all the brushes were off grid--scale the grid down using the "[" key, and use VM to put the verticies on-grid.

Move the water up 1 unit off the bottom of the tub, so it doesn't create that weird brush intersection.

Despite the bad stuff, I liked you choice of textures :)

2 Stars
Commented 18 years ago2006-01-15 19:42:43 UTC in vault item: The Lobby Comment #10476
Clean mapwork but this map is lacking Detail and the textures are bland in a big way...

Lighting is point lights, and I would recommend textlights.

R_speeds are over 500 for a map that doesn't really have any detail to speak of. You might ask Rimrook or Capt. P about ways to optimize it.

So in a nutshell, break up the repetative design and layout somehow, optimize--hints maybe?, and replace the point lighting..

3 Stars
Commented 18 years ago2006-01-15 19:31:22 UTC in vault item: Trirena Comment #10475
Download is painfully slow. Will try it again later...
Commented 18 years ago2006-01-15 18:51:37 UTC in vault item: de_syrinx Comment #10474
Interesting layout--actually better suited for HLDM imo--and neat little crystal lights, but just not my cup of tea.

While technically sound and nicely lighted, this map just doesn't do it for me.

Nice job anyway.

3 Stars
Commented 18 years ago2006-01-15 14:03:30 UTC in vault item: Five More Ways to Die Comment #10472
2
Commented 18 years ago2006-01-15 01:00:28 UTC in vault item: summer_house Comment #10471
Ok, cool, thanks for the input, I'll try and change-I don't say all, but-some of these things. As I'm writing this message, I uploaded the map without chateau.wad, and with fixed brushwork on the cliffs. I made those changes on tuesday, but haven't been on since monday...sorry. Anyways thanks again for you're help.
Commented 18 years ago2006-01-14 23:07:47 UTC in vault item: Strange Findings part 1 Comment #10470
Very nice Mater Ansith!

+nice detail work
+decent architecture--a tad blocky in some areas
+nice scripting
+love the broken bits of the ladder
+great lighting!

-doors are scaled way too small
-no ambients, -80,000,000 pts :P

Nice, but rather incomplete to be in the "completed" section imo.

All things considered, very decent work!

3 Stars
Commented 18 years ago2006-01-14 20:38:24 UTC in vault item: bl_twhl Comment #10469
The map has a unique look, and the twhl palette or oranges is well used.
Some places have weird brushwork though, and there are far too many lights than needed (in some places it almost felt like my gfx card was capable of HDR ligthing!!! :D )
Not bad at all for your first released map.
Commented 18 years ago2006-01-14 20:35:39 UTC in vault item: op_airfeild Comment #10468
I hate keep explaining this.

1st When i fist made this map i relized the scale was of but then i liked it so i didnt change it

2nd I went over my patch limit resulting in lowering the texture on the walls

sorted... If anyone else says this i am going tio kill them
Commented 18 years ago2006-01-14 18:33:37 UTC in vault item: Blow out light Comment #10467
At first I'm thinking to myself, OMG another pointless example, but It's actually quite cool! Nicely constructed, especially for an example too btw!

Fairly complex entity setup for such a seemingly simple effect too. What does the game counter do?