Comments

This comment was made on an article that has been deleted.
Commented 18 years ago2006-01-14 16:14:29 UTC in vault item: op_airfeild Comment #10465
yeah... those textures just dont look right repeated soo much
Commented 18 years ago2006-01-14 16:11:56 UTC in vault item: de_pyramid Comment #10464
K. This map contains tons of obvious flaws that I'm not going to mention--since I think your past them now.

I do like the concept and you did have some nice detail bits --fish, sarcophacus, neat lighting, but that was about it. The point is you need TONS more detail for this thing.

-you didn't include your custom gfx--sky--files :( A shame cause it looks cool from the screenie
-There is no ct spawn--info player starts

A very neat concept that is very under-developed :(

2 Stars
Commented 18 years ago2006-01-14 08:50:55 UTC in vault item: Level Comment #10463
Charming :)

Two rooms, a stretched texture, a rat and I got stuck. I like it!
Commented 18 years ago2006-01-14 07:24:09 UTC in vault item: Escape Comment #10462
i Would have used a diffrent concrete texture for the surrports but i couldn't find a simeler texture :(
i am planing on adding a fence to stop people walking on the track and drains and such like in the room in the screenshot.
Also doing some more scripting with that scientist
Commented 18 years ago2006-01-13 21:16:49 UTC in vault item: Escape Comment #10461
A bit of a blond moment there? (no offense to any blond dudes out there)
Commented 18 years ago2006-01-13 21:15:43 UTC in vault item: op_airfeild Comment #10460
The scale of this map is way off. Please read the scaling tutorial first.
Commented 18 years ago2006-01-13 18:24:17 UTC in vault item: Escape Comment #10459
killer i believe jax liked the architecture and didnt like the texturing and i would have to agree
Commented 18 years ago2006-01-13 14:34:16 UTC in vault item: Escape Comment #10458
Gateshead, newar newcastle if that helps.
Commented 18 years ago2006-01-13 14:21:14 UTC in vault item: bl_twhl Comment #10457
uber.

+Layout
+Originality
+Archetecture
+variety of rooms
+Better than mine
+Textures

=Lights
=A few cheesy textures

-Spam

****'s for you.
Commented 18 years ago2006-01-13 13:12:26 UTC in vault item: Escape Comment #10456
Hell. What part of the UK are you from?
did none of you notice my laptop pluged into the wall in the 1st room after the airlock??
Commented 18 years ago2006-01-13 12:40:18 UTC in vault item: Escape Comment #10455
"From the screenie I like the walls... the architecture I mean not the texturing.. or lack of... Ill d/l and review when I get a chance.."
er...lack of architecture or lack of texturing?
Commented 18 years ago2006-01-13 12:00:31 UTC in vault item: Ruled By Insanity Comment #10454
Now have i try the map and i find out too come trought the climping area and i'ts a wery good idea with the climping, but the two first steps is dificult to climp. (Maybe you can make it a bid longer.) but i give it... 4 stars
Commented 18 years ago2006-01-13 09:47:20 UTC in vault item: Escape Comment #10453
U need to be english to understand " bit blond",lol just ignore.

Nice map
Commented 18 years ago2006-01-13 09:31:50 UTC in vault item: bl_twhl Comment #10452
This map proves that twhl is full of spam :)
Commented 18 years ago2006-01-13 07:29:31 UTC in vault item: Escape Comment #10451
From the screenie I like the walls... the architecture I mean not the texturing.. or lack of... Ill d/l and review when I get a chance..
Commented 18 years ago2006-01-13 02:45:29 UTC in vault item: Escape Comment #10450
Well I did like it. I had a few problem with HL so I had to play it in HL:visitors (Config for keyboard not working). But It was a bit bland it needs some coulorful texturing.You did put some detail in the parts that you don't gewt up to which was nice but I think some people might have missed. And it was a bit empty.And the scientist was standing out just being ready to be shot. maybe make a sequesnce of him running from something? 3 star. I know you can do better I have seen it in one of you other maps. Hope you can improve this :)
Commented 18 years ago2006-01-13 01:07:04 UTC in vault item: bl_twhl Comment #10449
I find your map's lack of goats very appauling.
Commented 18 years ago2006-01-12 23:08:18 UTC in vault item: Escape Comment #10448
I think what he means "bit bland".
Commented 18 years ago2006-01-12 19:03:02 UTC in vault item: Escape Comment #10447
what does "bit blond" mean?
Commented 18 years ago2006-01-12 18:32:09 UTC in vault item: Escape Comment #10446
bit blond
Commented 18 years ago2006-01-12 17:33:23 UTC in vault item: Escape Comment #10445
but... but... my long well thought out review...

Its gone :(
Commented 18 years ago2006-01-12 17:07:25 UTC in vault item: Escape Comment #10444
i clicked the wrong button by mistake. I wouldn`t mind if 7th could restore it for me.
Commented 18 years ago2006-01-12 16:38:42 UTC in vault item: RPG Arena Comment #10443
So now... THIS is the map that got Muzz to make a server...
Commented 18 years ago2006-01-12 16:36:36 UTC in vault item: Disco Party 1.1 Comment #10442
Neato like the first one. My main complaint if I was complaining though is there is no music. No music at a disco party?! NO way :P

Other than that, I liked the detail work. You might add some sprties to simulate sparkes for the disco ball/beam machine though.

I liked the traps with the acid as well, and that you could "recruit" Barneys to help you with the monsters and grunts.

Maybe something different for the ending though, sorta lame starting at the start again...

Thanks for including the .RMF too--a nice courtesy that most forgoe.

Nice Job!

4 stars
Commented 18 years ago2006-01-12 16:18:53 UTC in vault item: Escape Comment #10441
I'm not downloading it til you tell me what happened to the first one.
Commented 18 years ago2006-01-12 12:29:37 UTC in vault item: Trirena Comment #10440
Hmm, yeah, that was sort of what I'm planning further for this map. It may take some time before I'll change it as I've got busy times for school (again), but especially in the lower arena's it lacks flow. I'm planning to add a connection between these two lower arena's, maybe another room should fit in there?

I'll also think about weapon placement - it didn't turn out so good during playtests yet.

Thanks for the comments. :)
Commented 18 years ago2006-01-12 11:56:38 UTC in vault item: Ruled By Insanity Comment #10439
where shall i go? i can't find a way from the climping... PLEASE HELP ME... "but i'ts look like a whery good map..."
Commented 18 years ago2006-01-12 10:27:38 UTC in vault item: Trirena Comment #10438
i think it needs another couple of rooms... maybe slightly more frequent weapon placement.. a lot of ammo, hardly any guns... Very nice architecturarly
Commented 18 years ago2006-01-11 18:25:25 UTC in vault item: Spearhead Comment #10437
Fun map with tons-o-grunts!

+funny that the door flops down on the grunts!
-add an autosave! :)
+liked the individual ammo crates with all the well, ammo :)
-camera holdtime is to long as i'm getting pwned and can't do anything useful while the camera is showing!
-end is abrupt an anti-climatic, no real story which would have been nice as well!
Commented 18 years ago2006-01-11 17:55:09 UTC in vault item: de_greec3 Comment #10436
A excellent beginner's map. I say beginner, because of the multiple obvious, small flaws in the map that I won't be labor, because it's they're natural to make at the start--texture alignments, brushing errors etc. I've seen some of your other stuff, so I'm sure your past them!

An excellent map full of detail and nice textures! Road lines, hole in the prison wall, custom truck, beds, and just in general a keen attention to detail, which is quite awsome!

I loved the rope to the town "bell" and thay you had to crouch to make it to the very top of the tower, but damn you should have had a ambient for the bell when you climbed it--that would have been awsome!

General Architecture and texturing is very good, but a little plain and repetative at parts. All in all, still excellent work throughout. Lighting is fine imo, but maybe a little too bright.

-100000 points for no ambience. Don't worry, this is the biggest overlooked part of maps, so you are not alone, so I really can't penalize on this :)

Layout seems fine, and I'm sure it would be fun trying this one out.

An almost unheard of level of quality for a beginner map, so on those grounds alone, this gets a 5 from me!

Excellent work!

5 Stars
Commented 18 years ago2006-01-11 17:38:50 UTC in vault item: TWHL Dedication Project Comment #10435
:D

Brilliant map Habboi, Brilliant! I want more! Lol!
Commented 18 years ago2006-01-11 02:16:45 UTC in vault item: Strange Findings part 1 Comment #10434
WEll There will be no more improving this map anymore :( I can't due to my old hard drive problems
Commented 18 years ago2006-01-10 22:44:46 UTC in vault item: DM Arena Comment #10433
This map made me smile and laugh many times. Excellent layout and architecture, RADICAL textures--that happen to look great--, and great lighting.

The only thing this map is missing is ambience, but All the other good stuff cancels that out imo, like the huge hopper you can fall into and just the stunning "look" this map achieves.

Excellent work!

5 stars
Commented 18 years ago2006-01-10 22:14:15 UTC in vault item: Mortar Labs Comment #10432
Quite amazing job for such a short amount of time!

+excellent use of sprites
+excellent ambients
+excellent lighting
+excellent texturing
+Interesting weapons placement and vistas
-some blocky architecture.
-some minor brushing flaws
-too small imo, but you explained that

Excellent job!

5 stars
Commented 18 years ago2006-01-10 21:21:10 UTC in vault item: Strange Findings part 1 Comment #10431
The map was fun to play and I do think some of the brushwork is amazing. Here is my brief review.

Having loaded the level I look around the room. A mug is set on the table and the books have fallen in a well built domino position. The computers are nicely detailed and the pipes are nothing to complain about either. The inside of the tank is gorgeous with the plantlights swaying in the water and the xen "muck" spreading across the drains.

Then comes the next room. Again beautifully built and the submerged pipe in the floor leading out of the room gives the impression that this machine is doing somthing elsewhere in the facility. Where it goes however I may never find out.

Then I look at my colleages. Considering the lift is missing and I can hear sparks and other unearthly noises from the level below they are just frozen. They stare at the walls. The lack of action is rather dull. Every now and again they will babble to one another about the dimensional breach transmitting organic matter but they still just stand, staring at their consoles. Maybe they are in shock. I also get no explanation of the situation at hand and barney looks on silently as i lower myself down into the watery lower level. I look around and see more of that incredible brushwork but unfortunatly I notice a seam in the edge of the 2 func_water entities. A shame. I hop over the crates into a T junction and suddenly the levels savior (the great detail) vanishes. I find myself wondering through a few empty hallways. The lights go from white to red and an explosion catches me off guard. I jump. Suddenly its gotten interesting again.

I kill the zombie and the headcrab blistfully unaware that I missed the HEV in the locker. I carry on with no idea as to my health or my ammo counts. Then I get to the pool. I look at all the possible ways of getting across. The stumps on one side, the remainder of the walkway to the other and the ladder straight ahead. I know ichy well and he only attacks if. A) You attack him first or B) You swim around in his territory for too long. I dive in and paddle across to the ladder, duck under the wooden beams and continue to the end of the hallway.

In a nutshell:
+some nice and detailed brushwork
+very good ideas

-Missed the HEV 1st time because it isn't compulsory to continue the level.
-After the flooded part it got very plain.
-Ichy part isn't challenging enough
-No scripting (sequences and sentances?)
Commented 18 years ago2006-01-10 20:25:56 UTC in vault item: Map is not dark enough (curte) Comment #10430
Doesn't that sky texture emit light as well?

If I had to guess, I would say yes it does. Easy to test, just temporarily retexture the sky brush to something else, and see if it effects the lighting.
Commented 18 years ago2006-01-10 17:09:29 UTC in vault item: bl_twhl Comment #10429
Awesome map, I like the little hidden area with the Egon ;D

Would of been cool if you could of included names aswell, other than that, very nice map.

4*
This comment was made on an article that has been deleted.
Commented 18 years ago2006-01-10 15:14:57 UTC in vault item: de_dustcool Comment #10427
Interesting yet lackluster dust clone.

+good peformance in all areas so skyboxing isn't an issue imo
-confusing/boring layout liberties taken imo

Usually when somebody makes a clone of a popular map, they add lots of nice detail bits that weren't in the original, and mostly stay to the same layout which made the original so popular, but with added shortcuts.

However, I can tell you put a lot of time into this, it's technically, sound, and performance is suprisingly good.

So bad things--imo--notwithstanding, nice job!
Commented 18 years ago2006-01-10 14:23:21 UTC in vault item: Jasons Rock, My First Real Map Comment #10425
Thanks! Your detailed description of my map made me want to play it haha. I haven't been on this site or made a map in sooo long...i feel terrible about it.

but thank you for your compliments! :)
Commented 18 years ago2006-01-10 11:06:53 UTC in vault item: bl_twhl Comment #10424
I found an error! My avatar wasn't there :(. Oh well must have looked too crappy to use there.
The architecture looks great :)
Commented 18 years ago2006-01-09 22:07:05 UTC in vault item: bl_twhl Comment #10423
Sorry VOX, You didn't give me permission to use your avatar in the forums...

wow!

I'm glad to have the positive reviews, as this is the first map I've ever released!

If you find any error, could you please PM me about them?
Thanks,
BrattyLord
Commented 18 years ago2006-01-09 21:41:50 UTC in vault item: bl_twhl Comment #10422
:( I'm not in it
Amazing curves though
Commented 18 years ago2006-01-09 20:13:09 UTC in vault item: ns_ethereal (for Natural Selection) Comment #10421
The lava gets better in game when its litten and has waves. The texlighting I had coming from the lava also decreases the contrast from the lava to the wall and creates an interesting looking effect.. not really bad when in game though...
This comment was made on an article that has been deleted.
Commented 18 years ago2006-01-09 14:36:03 UTC in vault item: summer_house Comment #10419
Also maybe make the windows--which I like a lot btw--a bit less translucent.

Random thing: maybe put a secret elevator in the house somewhere--under toilet!--to lead down to the nice river? :)
Commented 18 years ago2006-01-09 14:33:38 UTC in vault item: summer_house Comment #10418
Wow I just wrote a huge comment and it was lost, so here are the main things:

Get some reference pics for small ranch houses, and add details accordingly--crushed stone or concrete foundation, door frame, maybe more windows, maybe bigger eaves/overhangs, trim, front porch, exterior light, mailbox--lol, etc.

Trim the tops of your tree brushes to prevent the user from seeingthe edges--take a look to see what I mean.

After looking at the map I noticed some more excellent detail I missed the first time: beveled bathroom floor by the drain, rotated rugs--very cool!

Remove the null from the bottom of the lamp, it looks bad.

I could be wrong since I am a noobie when it comes to lighting, but the lighting in the bathroom is a bit harsh at points...you might think about tweaking that too.

Walk around the cliff face and remove any of those ugly cracks between brushes--these are huge headaches for VIS I think. Also, hit alt-p before you compile to rule out any invalid solids, and run VIS -full--in expert--to remove that nasty invisible brush near the top.

And last but not least, remove chateau.wad :P

Good luck and looking forward to seeing the changes.
Commented 18 years ago2006-01-09 13:23:12 UTC in vault item: bl_twhl Comment #10417
Wow you made this faster than mine :)
I'll check it out now Brb.
Commented 18 years ago2006-01-09 07:13:41 UTC in vault item: bl_twhl Comment #10416
We'll test this a.s.a.p. Im currently at work. I hope you got rid of those shadows? :P