Comments

Commented 18 years ago2005-12-18 18:07:07 UTC in vault item: Lamda Train Comment #10123
ya... i know
Commented 18 years ago2005-12-18 17:05:37 UTC in vault item: The Arena - Room 1 Comment #10122
...quicksave...
Commented 18 years ago2005-12-18 15:54:03 UTC in vault item: RimResortHLDMvDD Comment #10121
excelent work, both rimrook and Dizzy. the original CS version was pretty much some nice eye candy, but with Dizzy's DM modifications the map is excelent. its got some nice camper points, and its still great looking. the map play's well too, has a nice flow to it.
Commented 18 years ago2005-12-18 15:45:31 UTC in vault item: In-game tutorial Comment #10120
Interesting Idea CP, well implimented too. in game tutorial does a great job explaining the setup, even being without any screens of hammer for reference as most tutorials do.

was making this hard?

5*
Commented 18 years ago2005-12-18 15:40:09 UTC in vault item: Moving sign example Comment #10119
Good example for the newer mappers Ansith. although, if you already knew the basics behind how they spin, im sure you can do it without having to see the example.
Commented 18 years ago2005-12-18 15:23:14 UTC in vault item: Nightshift_FsC Comment #10118
i can't open it, it said can't open cstraining
Commented 18 years ago2005-12-18 14:11:20 UTC in vault item: The Arena - Room 1 Comment #10117
Arrgh, I refuse to play this level till you'll add autosaves between each part! :x It's really annoying when you have to do it all over when you die at one of the stages.
Commented 18 years ago2005-12-18 13:52:53 UTC in vault item: The Arena - Room 1 Comment #10116
I'm going to test it soon...
Commented 18 years ago2005-12-18 13:05:23 UTC in vault item: Justice Comment #10109
Meh... it is a very good map, no doubts there but i really don't think it works for CS:S

Lighting (+/-) The lighting is okay. Its very good in pretty much all the outdoor areas but its a little too dark or a little to light inside... No points awarded for lack of consistancy.

Architecture (++) Great architecture. puts the source engine's capabilities to good use. The indoor areas are again, a little blocky and badly lit but its easily beaten by the overall arcitecture.

Layout (-) Sorry, but no. It doesn't work for CS:S.. at all. One of the things missing in the HL2 version (i thought) was cover and you really havent done anything to improve that.

Gameplay (-) Same reason as above.. You need to make a map to a game's specifications. You can't use a map that was intended for HL2 as a multiplayer CS map. tis not natural.

Overall (-) Overall, i'm going to give you a minus because although i love this map, i have already given you a good score for the map in the HL2 version so i'm rating on CS:S gameplay here and frankly its not great. sorry.
Commented 18 years ago2005-12-18 12:56:30 UTC in vault item: The Arena - Room 1 Comment #10108
I instantly lit up to this map, since it reminded me of my own '5 ways to die' map and it really was what made me download it in the first place. I love trap maps.

Lighting (-/+) The lighting was fine. It wasn;t bad and it wasn't excellent.. I didn't notice it which is probably a good thing. It means it isn't too dark, it isn't too bright and its definately not bright pink iwth yellow spots. It suited the factory/mechanical theme that your map eminates.

Architecture (+) The architecture was a little bit blocky but for the most-part was good. it could have used some pipes or something scaling the wall just for a background thing to make the map feel like it has a purpose other than squishing you but yeah.. t'was fine.

Layout (+) The layout suited the style of map. Small path/corridoor into wide space with traps.. its the style for a trap map and you pulled it off well.

Gameplay (+) I want to give this 2 pluses but honestly, i think you could have done better with some of the traps... and most of them were very fun, don't get me wrong.. it WAS a fun map but also, some of them were really really frustrating. The very first one with the crates in the water. I think it should have been left until near the end as its one of the hardest and the barnacle on ice one should have a lower roof as its boring waiting to die ^_^ so, those points let it down a bit.

Overall (+) Overall, it's very fun, and i don't know if you were influenced by it or not, but i saw a few Indiana Jones references :D

Good work. Make the sequel!
Commented 18 years ago2005-12-18 12:03:25 UTC in vault item: Lamda Train Comment #10103
Looks aright for a start, DLing now
Commented 18 years ago2005-12-18 11:56:13 UTC in vault item: Torture that Alien - V2 Comment #10102
The zombie on the bottom level kept going off track for me when going to the sqaushing thing :( So i never got to see most of it
Commented 18 years ago2005-12-18 11:49:15 UTC in vault item: Apprehension Comment #10101
PLayed it on steam a few days ago and dident get the VIS problem, Very nice, Its a shame we dident get past the door when you have to bring the scientist to it but i liked those gargs and the monster placement, I dident get to see much though.
Commented 18 years ago2005-12-18 11:45:26 UTC in vault item: Realtime Clock - With Ticking Comment #10100
I've seen one of these somewhere else, but Nice work, I think they did something like this for a part in HL with one of those yellow things with white circals on them.
Commented 18 years ago2005-12-18 11:42:09 UTC in vault item: Example Moving Ladder V.4 Comment #10099
I like it very much :D Would proove very good in other places other than on a book case :)
Commented 18 years ago2005-12-18 10:36:38 UTC in vault item: Five Ways to Die Comment #10098
why you kill me
Commented 18 years ago2005-12-18 10:02:58 UTC in vault item: Moving sign example Comment #10097
It would be cool if you had triangels, with a peice of a signe on every face.
So, you would spin them like, every tenth second so they would show next side,, and so on..
Commented 18 years ago2005-12-18 06:52:36 UTC in vault item: Moving sign example Comment #10096
There, now it works.
Commented 18 years ago2005-12-18 01:02:10 UTC in vault item: Torture a Scientist Comment #10095
i can't play it is it for HL or CS because it said can't open cstrike.wad
Commented 18 years ago2005-12-17 23:30:57 UTC in vault item: Moving sign example Comment #10094
Thanks all for the good comments everyone, but i have to ask comment from 3 people and only 2 downloads ?
Commented 18 years ago2005-12-17 21:33:00 UTC in vault item: Battlefront Turret Comment #10093
This is the only verison I evar put up, so I don't think so unless it got "lost in transmission" lol :)

Thanks! BTW!
Commented 18 years ago2005-12-17 21:21:13 UTC in vault item: Battlefront Turret Comment #10092
excellent. im sure i commented on this earlier though... hmmmm.

checks history
Commented 18 years ago2005-12-17 17:46:53 UTC in vault item: Battlefront Turret Comment #10091
That's how it happens in the actual game, though.

You hold your fusion cutter on the icon--this is were I tried using a momentary rotating button, but it was buggy--, while a progess bar on your HUD advances until it's finished.
Commented 18 years ago2005-12-17 12:38:28 UTC in vault item: Battlefront Turret Comment #10090
Hm.. Very nice.. :)
Although the spawn is kinda unrealistic..
How bout some light effects before the appearance? :
Commented 18 years ago2005-12-17 12:30:16 UTC in vault item: Moving sign example Comment #10089
Hmm.. Not bad.. Pretty easy to make, though.. :)
Commented 18 years ago2005-12-17 11:55:05 UTC in vault item: Moving sign example Comment #10088
cool... good use of entities. not really useful... although good for adding detail and uniqueness to a map. nic3!
Commented 18 years ago2005-12-17 08:55:04 UTC in vault item: Moving sign example Comment #10087
I finally managed to finish my flip sign in my tecnic and it pwns. :P
Commented 18 years ago2005-12-16 18:15:49 UTC in vault item: cs_assault_christmas Comment #10083
Nice remake of a very popular CS map--and my favourite btw. I liked many of the liberties you took with the original design.

Everything looked decent, but could prolly due with a bit more detail work inside and out, or perhaps some better textures.

+snow hills

+YAI Christmas sprites!

-Not one wrapped present inside :(

+Train on the bridge

+really liked the new hostie room!

I really want to give this 4 stars--especially becuase it's assault--, but I'm afraid I can go only 3 in it's present form.

Nice job!
Commented 18 years ago2005-12-16 17:55:57 UTC in vault item: REE_TARD Comment #10082
Some pretty creative traps, and funny things, otherwise ok.

I liked the one where you jump in the hole, and the floor starts coveyoring away, then another brush comes out to squish you, so the only way to escape is to jump down another hole.

Which leaves you safe for a moment, until the top starts closing to seal you in lol.
This comment was made on an article that has been deleted.
Commented 18 years ago2005-12-16 16:58:53 UTC in vault item: Justice Comment #10080
I'll probably convert this map to a hostage rescue map.
Commented 18 years ago2005-12-16 10:09:17 UTC in vault item: Moving sign example Comment #10079
The reason i dident get a screenshot is because some of the textures get stuffed in game because of some of my lights. So its kind of no point if it looks really bad but it still works.

Fixed the problems there were and added a screenshot. :D
Commented 18 years ago2005-12-16 10:06:03 UTC in vault item: Moving sign example Comment #10078
Yes, please add a screenshot, this is not the unfinished vault.
Commented 18 years ago2005-12-16 09:57:32 UTC in vault item: Moving sign example Comment #10076
Jolly good, now I can see what you ment. Add a screeni though.
Commented 18 years ago2005-12-16 05:55:33 UTC in vault item: Battlefront Turret Comment #10075
Fixed. No longer needs wads.wad--recompiled. Thanks Daub!!
Commented 18 years ago2005-12-16 05:43:56 UTC in vault item: Battlefront Turret Comment #10074
Missing wads.wad.. Caffeine again? ;P
Commented 18 years ago2005-12-15 19:47:51 UTC in vault item: dm_ghetto Comment #10069
i figured that out last nite
Commented 18 years ago2005-12-15 06:58:55 UTC in vault item: dm_ghetto Comment #10067
Why can't you just place cubemaps in it and type buildcubemaps?
Commented 18 years ago2005-12-15 05:17:44 UTC in vault item: dm_ghetto Comment #10066
its nicely layed out, and a pretty even map, but it really needs cubemaps. really.

2* - Daub
Commented 18 years ago2005-12-14 23:30:12 UTC in vault item: Lab17: Quake Comment #10065
As noted by Younis, there was a problem with the download of this (and all my other) map(s).

The problem is now fixed!

Thanks, and sorry...
Commented 18 years ago2005-12-13 18:52:44 UTC in vault item: Halo UNSC Scorpion Tank Comment #10064
Also elegant how you made the seat a func_illusionary to feel as though you're sitting--excellentz!

Sorry 'bout all the comments! But a really great job!!!
Commented 18 years ago2005-12-13 18:40:46 UTC in vault item: Halo UNSC Scorpion Tank Comment #10063
Edit again lol: Tried it! making the tankmortar "not solid = yes" completely fixes the getting stuck issue!
Commented 18 years ago2005-12-13 17:55:59 UTC in vault item: Halo UNSC Scorpion Tank Comment #10062
edit: maybe instead of adjusting the pitch/yaw range, you might also make the tankmortar "not solid" ; This way, it can't get you stuck. I've never tried it, but it may work.
Commented 18 years ago2005-12-13 17:39:54 UTC in vault item: Alternate HEV suit Comment #10061
Another nice Example. Great architecture for the little example room btw too.

Some things you might add:

-Make the paths for your distribution match the game, so it's easier for the user to properly load the map; models/player/Halo/halo.mdl for example. You had it, you just omitted the 'player' subdir.

-I edited your .map file to contain a 'vanity' mirror, which was just a func_button that employs a camera, so you can look at the model 3rd person.

Did you make/port the model? Looks Sweet!

Nice Example!
Commented 18 years ago2005-12-13 16:03:44 UTC in vault item: Halo UNSC Scorpion Tank Comment #10060
An amazing example of the Func_tankmortar! Beatifully and carefully constructed! I played this for like an hour--using CS!--to practice destroying the tank's driver with an AWP and grenade. Simply excellent!

The only thing I might change, is the tanks yaw/pitch range when you have user control, as you can getstuck if the barrel runs into you.

Really great job!
Commented 18 years ago2005-12-13 15:49:10 UTC in vault item: RMFs for MINIMICUS Comment #10059
Im going to use the lab for my project but im going to tweak it abit.
Commented 18 years ago2005-12-13 15:44:23 UTC in vault item: Covanant Shade turret Comment #10058
I was going to bitch that this was a prefavb, but it's actually a very slickly designed func_tanklaser.

A very nice job except, i would change 3 things:

1. move the controls forwad and raise them a bit, so you can "sit" on the chair and fire the laser

2. Build a small platform, so it's easier to get on the thing.

3. Make the beam wider so it's easier to see.

I've actually made all these improvements from the .map file included in your distribution. If you'd like, enable upload and I'll send it.

Really nice job though, those things notwithstanding.
Commented 18 years ago2005-12-13 11:54:04 UTC in vault item: Spawning Stuff Comment #10057
I got problem with an other type of spawning.
"Clone spawning"
You hide an NPC somewhere in the map, and then, you set out a points that copies that certain NPC and spawns the copies.
Great if you need them to do stuff after spawn.
But I can't figgure out how. :S
Commented 18 years ago2005-12-13 07:39:50 UTC in vault item: cs_assault_christmas Comment #10056
omg Christmas!!!!!!!111oneone

Ill d/l cos i like christmas
Commented 18 years ago2005-12-12 12:58:58 UTC in vault item: The Arena - Room 1 Comment #10055
i did use a clip brush you idiot! also, you've already rated. oh... and 'i can complete the game in under 30 seconds this way.' who cares?