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.
Commented 18 years ago2006-01-17 14:22:29 UTC
in vault item: VertManipProbComment #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 10:39:48 UTC
in vault item: EscapeComment #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 ago2006-01-16 19:29:04 UTC
in vault item: de_repoComment #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 18:02:59 UTC
in vault item: bl_twhlComment #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 16:28:38 UTC
in vault item: fy_natureworldComment #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?
Commented 18 years ago2006-01-16 16:16:15 UTC
in vault item: op_airfeildComment #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
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!
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
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_airfeildComment #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_syrinxComment #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 ago2006-01-15 20:00:41 UTC
in vault item: cs_aztec2Comment #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:
Commented 18 years ago2006-01-15 19:49:28 UTC
in vault item: Action FlatComment #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
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!
Will not reate until played
Thanks for the comment.
Sometimes, Half-Life doesn't clean up the dead monster. Probably just a coincidence.
???
Well, I tested it, and didn't get what to do in the room with the two huge piranas =/ ...
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...
1/5
http://www.de-raid.net/dustremakeslist.html
- 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 ...
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
How did you do the jungle gym thingies!? they were great! are they func_ladders or what?
Nice Job!
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
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
Again, looks very boss 'bout the screenshot...a bit like Mustafar
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
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!
moved to unfinished vault.
Saw this map @ fpsbanana, btw
- the texturing on the buttons was messed up
the map is alright but a little simple.. nice work
+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
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
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
While technically sound and nicely lighted, this map just doesn't do it for me.
Nice job anyway.
3 Stars