Commented 18 years ago2006-01-15 01:00:28 UTC
in vault item: summer_houseComment #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 20:38:24 UTC
in vault item: bl_twhlComment #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!!! ) Not bad at all for your first released map.
Commented 18 years ago2006-01-14 16:11:56 UTC
in vault item: de_pyramidComment #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
Commented 18 years ago2006-01-14 07:24:09 UTC
in vault item: EscapeComment #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 12:40:18 UTC
in vault item: EscapeComment #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 InsanityComment #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 02:45:29 UTC
in vault item: EscapeComment #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 ago2006-01-12 12:29:37 UTC
in vault item: TrirenaComment #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.
Commented 18 years ago2006-01-12 10:27:38 UTC
in vault item: TrirenaComment #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: SpearheadComment #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_greec3Comment #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!
Commented 18 years ago2006-01-10 22:44:46 UTC
in vault item: DM ArenaComment #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.
Commented 18 years ago2006-01-10 22:14:15 UTC
in vault item: Mortar LabsComment #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
Commented 18 years ago2006-01-10 21:21:10 UTC
in vault item: Strange Findings part 1Comment #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?)
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 15:14:57 UTC
in vault item: de_dustcoolComment #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.
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.
+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
Nice, but rather incomplete to be in the "completed" section imo.
All things considered, very decent work!
3 Stars
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!!! )
Not bad at all for your first released map.
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
Fairly complex entity setup for such a seemingly simple effect too. What does the game counter do?
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
Two rooms, a stretched texture, a rat and I got stuck. I like it!
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
+Layout
+Originality
+Archetecture
+variety of rooms
+Better than mine
+Textures
=Lights
=A few cheesy textures
-Spam
****'s for you.
did none of you notice my laptop pluged into the wall in the 1st room after the airlock??
er...lack of architecture or lack of texturing?
Nice map
Its gone
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
I'll also think about weapon placement - it didn't turn out so good during playtests yet.
Thanks for the comments.
+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!
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
Brilliant map Habboi, Brilliant! I want more! Lol!
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
+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
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?)
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.
Would of been cool if you could of included names aswell, other than that, very nice map.
4*
+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!
but thank you for your compliments!
The architecture looks great
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
Amazing curves though