Commented 18 years ago2005-12-19 11:27:12 UTC
in vault item: aim_dust_nightComment #10129
I quite liked it... For the most part anyways...
Texturing (+) Very dust-like. The trim on the walls and the cobble-stone road are all good. Nicely done there.
Architecture (+/-) The architecture was generally good around the walls and with the lights but as Daubster said.. crates.. too many of them... Crates are the lazy-mapper's signature. Think if something else to hide behind.
Layout (+/-) Meh. It's classic aim map.. almost a bit too classic.. like.. its perhaps decompiled? i dont know.. Anyways, weapon placement was pretty good... The layout helps gameplay.
Ambience (-) none. Wind or something would be good.
Lighting (+/-) i think the night time theme suits the dust map but it was rather dull... It needs something but i cant think what.
Obviously, effort was put into making this but honestly, itsbetter to get your own idea. Not bad. Not great.
Commented 18 years ago2005-12-18 18:52:09 UTC
in vault item: In-game tutorialComment #10125
It isn't hard to implement if you understand multimanagers, multi_sources and trigger_relays. It does cost some entities though because of the many text messages and all.
Commented 18 years ago2005-12-18 15:54:03 UTC
in vault item: RimResortHLDMvDDComment #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 tutorialComment #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.
Commented 18 years ago2005-12-18 15:40:09 UTC
in vault item: Moving sign exampleComment #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 14:11:20 UTC
in vault item: The Arena - Room 1Comment #10117
Arrgh, I refuse to play this level till you'll add autosaves between each part! 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 13:05:23 UTC
in vault item: JusticeComment #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 1Comment #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
Commented 18 years ago2005-12-18 11:49:15 UTC
in vault item: ApprehensionComment #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.
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 10:02:58 UTC
in vault item: Moving sign exampleComment #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 ago2005-12-17 17:46:53 UTC
in vault item: Battlefront TurretComment #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 ago2005-12-16 17:55:57 UTC
in vault item: REE_TARDComment #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 10:09:17 UTC
in vault item: Moving sign exampleComment #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.
Commented 18 years ago2005-12-13 17:55:59 UTC
in vault item: Halo UNSC Scorpion TankComment #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 suitComment #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.
Texturing (+) Very dust-like. The trim on the walls and the cobble-stone road are all good. Nicely done there.
Architecture (+/-) The architecture was generally good around the walls and with the lights but as Daubster said.. crates.. too many of them... Crates are the lazy-mapper's signature. Think if something else to hide behind.
Layout (+/-) Meh. It's classic aim map.. almost a bit too classic.. like.. its perhaps decompiled? i dont know.. Anyways, weapon placement was pretty good... The layout helps gameplay.
Ambience (-) none. Wind or something would be good.
Lighting (+/-) i think the night time theme suits the dust map but it was rather dull... It needs something but i cant think what.
Obviously, effort was put into making this but honestly, itsbetter to get your own idea. Not bad. Not great.
Anyway i just wanted to do this one becauce i see signs that do this same kind of thing all the time.
thumbs up
was making this hard?
5*
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.
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
Good work. Make the sequel!
So, you would spin them like, every tenth second so they would show next side,, and so on..
Thanks! BTW!
checks history
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.
Although the spawn is kinda unrealistic..
How bout some light effects before the appearance? :
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!
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.
Fixed the problems there were and added a screenshot.
2* - Daub
The problem is now fixed!
Thanks, and sorry...
Sorry 'bout all the comments! But a really great job!!!
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!