Comments

Commented 18 years ago2005-12-11 17:59:42 UTC in vault item: Env_beam - Ring Comment #10053
Well , Muzz did tell me to download it..
Commented 18 years ago2005-12-11 16:24:49 UTC in vault item: The Arena - Room 1 Comment #10052
****

Puzzle 1: Hard at first, but easy when you know how to do it
Puzzle 2: You can skip it in about three different ways, but again easy when you know how
Puzzle 3: My personal favourite, although it can be done in under 5 seconds... (or be completely) skipped
Puzzle 4: Made me feel ill, and why bother putting invisible pillars in the middle?
'Puzzle' 5: Pointless... Next
Puzzle 6: Idea good, done badly, doesn't work like the movie.

Overall some good and bad ideas. Try using a clip brush more on railings cause i could skip puzzles 2,3,4 by jumping them. I can complete the game in under 30 seconds this way... can anyone beat that?
Commented 18 years ago2005-12-10 14:31:31 UTC in vault item: Spawning Stuff Comment #10050
Very cool, ill have to look into it! I always wondered what/how point_templates work
Commented 18 years ago2005-12-10 14:29:02 UTC in vault item: Justice Comment #10049
The number of spawns is increased again, to 40 spawn points.

And I added a env_sun to enhance the outdoor realism.
Commented 18 years ago2005-12-10 14:08:14 UTC in vault item: cs_assault_christmas Comment #10048
Well I don't like remakes, but this one.. Well it was nice..
*******************
+ Architecture. Not bad, you've kept most of the original assault stuff with some of your custom additions, which looked quite ok.
+ Texturing. It was good mainly, although some of the house textures outside were a tad overused, imo.
+ Ambience. The music was a nice touch. Making it louder would have been better. It could have been loud enough to hear it in the whole warehouse..
*********************
+/- Extra Xmas stuff. Not so bad, the lights were a nice touch, although there could have been more..
************************
I didn't rate gameplay and layout, because it's the same as in assault. Not a bad christmas remake, imo... Good work :)
Commented 18 years ago2005-12-10 14:02:55 UTC in vault item: de_mini_skyturret Comment #10047
Not too much changes, except that you added another catwalk and a buyzone..
Well the map is much better balanced now.. :)
Perhaps some bounce pads to allow the player to get from one plat to another?
Your choice.. :)
Feel free to move this map to the finished map vault for more comments from other TWHLers..
This comment was made on an article that has been deleted.
Commented 18 years ago2005-12-10 13:31:57 UTC in vault item: aim_dust_night Comment #10045
Well it wasn't so bad..

***************

+ Texturing. was ok, you used the trim, so the map really looked like dust.

+ Layout. It was good, lots of different paths, etc. The weapon placement was good too.

+ Gameplay. It would play nicely, i think.. Perhaps some AWPs at the top catwalks?

*****************

- Architecture. Too much crates, you didn't add any dust arches, which are the main resemblence to dust. :(

- Ambience. There could be some, although there wasn't any in dust, so that's not a big problem.

- Lighting. It's very boring, same lights everywhere.. :

********************

Nothing more to add, I guess.. Personally, I'm not fond of map remakes, so I'll give ya 3* for the effort :)
Commented 18 years ago2005-12-10 13:25:54 UTC in vault item: aim_black_and_white Comment #10044
Not bad.. The B&W effect was ok..
Why not make some traps? Like you could fall off the edge of the map into the white void, or like some white or black areas could be func_illusionary, thus making the player fall down. :)

The gameplay was ok, so was the layout.. Nice work :)
Commented 18 years ago2005-12-09 20:34:44 UTC in vault item: de_magtech Comment #10043
shesh, i know this is a late post- but that looks exactly like one of the cafateria's in a texas airport i went to when i was younger.
Commented 18 years ago2005-12-09 17:19:37 UTC in vault item: Example Moving Ladder V.4 Comment #10042
Please do! If it's the func_train verison, I'd love to see it :)
Commented 18 years ago2005-12-09 14:01:21 UTC in vault item: cs_assault_christmas Comment #10041
i thought it was great so good job but i did notice some flaws..
  • a few texture mis-alignments on walls near the second level of the building near the ladder to vent
  • isnt christmas red/green? the red and blue confused me
  • i think u should make the jukebox breakable so the music turns off... its sort of tradition if uve ever played xmasnipperhouse ;)
Commented 18 years ago2005-12-09 05:50:05 UTC in vault item: de_eos Comment #10040
Looks cool Downloading
Commented 18 years ago2005-12-08 20:18:41 UTC in vault item: cs_assault_christmas Comment #10039
problems it seems the map lags on the server when we play it.....

maybe a vis problem iono...:( fix it!
Commented 18 years ago2005-12-08 18:46:14 UTC in vault item: Level Change Comment #10038
IT'S WORKS....
In the zip file you have a map "changelevel" and in that map you have a readme.txt read and install correct and IT`S WORKS.
And it?s works in Steam and in old HL.
Tlax
Commented 18 years ago2005-12-08 17:37:42 UTC in vault item: dorian27_fort Comment #10037
I've worked some stuff out, and I will update the map soon.
I Have -

+Fixed 4 spawn points
+Added damage to acid (very minor)
+Got rid of the stupid ditches
-I'll mess around with the sky a little bit so it matches better
+Added more explosive barrels
+Removed Colts on ramp

As for the TFC-ish-ness of the map, I don't mind if it doesnt have that "Counter-Strike Feel." Sometimes it is good to take a break from the mundane Dust or Iceworld Textures.
Commented 18 years ago2005-12-08 16:46:05 UTC in vault item: Water Burials Comment #10036
Just played it. I think it's ok for now, but it's quite rough on the edges.

Let's get this straight: I don't like horror settings or zombies and all. You didn't overdo it though, and added some enemy variation (even implementing a little story into it) so that wasn't too big of a problem for me.
So enemy placement is good overall, with some easy-to-kill ones and certain situations allowed for a little challenge (though with the amount of health kits and batteries, not a hard challenge, the map could do with less batteries).
Lighting is ok, with some interesting area's like on the screenshots. I liked the funny little boatlights too.
The architecture lacks, though. Overall shapes are ok but they're rough and the difference between the brushes and the prop models is a bit too striking for my taste - they don't work well together yet. Put some more time in finetuning your brushes.
The same goes for the level in general: certain things are too rough. The train moved awfully slow and had some bad texturing. It also looked odd to see a single passenger train part moving... Then there's the edge of the level. Clipping off an area for no other reason than 'this is the edge' doesn't feel right. Add a natural barrier or such to make it believable.
Also, what's that big wall in the middle of the level? It looks strange...

All in all, the gameplay is ok but it needs some work on the finer points to make the map feel more solid and polished. Good luck with this!
Commented 18 years ago2005-12-08 16:26:27 UTC in vault item: cs_assault_christmas Comment #10035
There are christmas lights in the map....
Commented 18 years ago2005-12-08 14:05:07 UTC in vault item: cs_assault_christmas Comment #10034
put in some christmas lights ftw.

woot
Commented 18 years ago2005-12-08 07:47:45 UTC in vault item: Half-Life: Destiny Comment #10033
Bad level_change,no clip at the second station so I jumped down..and there was no ladder so I couldnt get up..
But the building the ship part was great...it had very much entity work.But I jumped onto the hologram device then the hologram thing got stuck and couldnt ope....nevermind...But you have to think about the posiblities that the player can do crazy things...in map.Like trying to get stuck in the ship or trying to get out of the map...and stuff...And I couldnt understand the splash?
Commented 18 years ago2005-12-07 19:46:25 UTC in vault item: Example Moving Ladder V.4 Comment #10032
GmansAgent was me BTW,

Nice!

I already knew how, but I wanted to see a few variations of it!

This is not the way I did it!

I might make an example map for that... sometime...
Commented 18 years ago2005-12-07 19:43:11 UTC in vault item: dorian27_fort Comment #10031
Its looks too TFCish...

Try and go for the Counterstrike Mood.
Commented 18 years ago2005-12-07 18:52:57 UTC in vault item: Headcrab Revenge Comment #10030
Of course it's been done, but yours was quite nice. I especially liked the hammer and the spikes lolol.

Nice job. Quite amazing for a first map.

I agree that maps such as these probably would be better placed in the "Example" section.
Commented 18 years ago2005-12-07 09:19:08 UTC in vault item: cs_assault_christmas Comment #10029
Very cool.
I didnt really feel much of a christmas feeling..there were no christmas trees or presents :(

but overall the map seems well. I'll advertise it to my clan server and see if they'll like it. cuz they love that god damn cs_snow_assault4 or w/e its called -.-

I do like the map. this is my first rate so i'll give ya a 3.
I noticed lets see face splitting textures i believe thats what that's called..on the roof where the hole is. but really minor.
Commented 18 years ago2005-12-07 08:08:16 UTC in vault item: PHW Comics Comment #10028
Map looks good to me
Commented 18 years ago2005-12-06 20:06:17 UTC in vault item: cs_assault_christmas Comment #10027
Its 1.6 because
1. The icon says so
2. The lighting is obviously HL1 engine lighting
3. The wad used for the train and track are cs_bdog.wad
Commented 18 years ago2005-12-06 19:28:30 UTC in vault item: cs_assault_christmas Comment #10026
Is this for CS? or CS:S?
Looks like CS:S due to train track model?
Please reply so I can download...
Commented 18 years ago2005-12-06 14:39:06 UTC in vault item: aim_dust_night Comment #10025
FF adds so much to a game, especially if the players piss you off. Revenge is all to easy then. :)

+Lighting
+Ambience
+Idea

=Dust

-Remake
Commented 18 years ago2005-12-06 07:35:18 UTC in vault item: Water Kinds 2.0 Comment #10024
The map is updated.
Commented 18 years ago2005-12-05 09:19:09 UTC in vault item: aim_black_and_white Comment #10023
Yes, the map is very simple built. I just wanted to test the black and white theme. And the effect was kinda cool. ^^
Commented 18 years ago2005-12-04 23:11:14 UTC in vault item: Water Burials Comment #10022
Looking at the screenshot, it looks good. I'll take a look when I have some more time.
Commented 18 years ago2005-12-04 16:25:34 UTC in vault item: dorian27_fort Comment #10021
dorian u gave me such a good idea (with the weird angle thing) ... as well as a stiff neck

things u should consider
  • darker looking sky
  • make the acid inflict damage... i jumped in expecting to die =/
  • remove or angle the colts on the ramps
  • and lower the angle of the pits u can go into because u cant walk back up them u have to jump out of it
those are just suggestions... i thought the map was pretty good it could use a little improvement thought... good work
Commented 18 years ago2005-12-04 16:16:44 UTC in vault item: aim_black_and_white Comment #10020
O my.. My first map was like this!
Commented 18 years ago2005-12-04 14:36:06 UTC in vault item: Lab17: Quake Comment #10019
It Dosen't Working to Download , And i've Got this Message :
Parse error: parse error, unexpected '{' in /home/pete/public_html/download/download.php on line 21
Why ?
Commented 18 years ago2005-12-04 12:04:10 UTC in vault item: aim_black_and_white Comment #10018
heh... thats cool. definately not a map id play for hours though... kill my eyes!!! brilliant effect though... works really well, suprisingly.
Commented 18 years ago2005-12-04 11:39:31 UTC in vault item: dorian27_fort Comment #10017
I liked how the acid texture was brighter because it was supposed to be radioactive, which in Half-Life always did glow a little bit. @ Ace - create a trigger_teleport, and set its target to an info_tele_destination, and chang the yaw pitch roll to 0 0 -90. I had been messing with angles and stuff, and I tried different angles on the destination, and I popped out all retarded =D
I bet some of you are wondering why there is a random shooting range.. my friend is new to CS, and he wanted something to practice on.. so thats why..
If anyone else has comments keep them coming..
btw this map took ~approx 5 hours to make.
Commented 18 years ago2005-12-04 06:56:20 UTC in vault item: dorian27_fort Comment #10016
edit the 'acid' texture, it looks too bright to the darker map. otherwise, looks alright.
Commented 18 years ago2005-12-03 21:17:17 UTC in vault item: dorian27_fort Comment #10015
so thats what a retard button is! that was pretty cool. Howed you do that effect?
Commented 18 years ago2005-12-03 10:15:54 UTC in vault item: aim_black_and_white Comment #10014
Erm, ok...Weird guy above me ^^
It was a good map, I liked the theme and the shapes were cool, I still think a car could make it a bit more interesting e.g. a cyber car :D

I'll give it 4/5 as only really complicated maps that look really good and also have had a lot of work on deserve a 5.
Commented 18 years ago2005-12-01 21:53:34 UTC in vault item: aim_black_and_white Comment #10013
Half-quake rip off! Go away! Im not downloading!

But it sure do look kind of cool... A map i would like for sure but i wont downlod! i wont! i just wont!
Commented 18 years ago2005-12-01 20:40:17 UTC in vault item: aim_dust_night Comment #10012
Looks pretty nice. I am glad someone is thinking outside the box and re-make a tired map in a new way.

However, avoiding friendly fire could be difficult when it's dark.
Commented 18 years ago2005-12-01 15:48:16 UTC in vault item: dm_lakeside Comment #10011
Rather bland map, it felt very empty and depressing, the lightning was horrible in my oppinion. Though this might as wel have been the authors goal. The gameplay fits right in with the map, bland. Not nessicerily a bad idea, but it didnt work for me. There isnt a real flow in the map as it is just a killbox style arena. The prop's felt like they where thrown in there wihtout a reason. Only to make up for the rest. If not only to speak of the displacements, the middle-semi central point of the map has a horrible displament filled with bumps, it feels like the auther was lazy on this and just created a giant hill and threw in the noise filter. Together with the lightning and the seemingly random props makes this map nothing special.
Commented 18 years ago2005-12-01 14:30:45 UTC in vault item: Train Comment #10010
u should put my train car in "uncompleted" section on this site. its called lamda train itsw empty so use it for what ever u like
Commented 18 years ago2005-11-30 22:08:42 UTC in vault item: aim_black_and_white Comment #10009
It's been done, I assure you. ;)
Commented 18 years ago2005-11-30 19:39:20 UTC in vault item: aim_black_and_white Comment #10008
Oooooooooo! This opens the door to a whole new idea of bizzare mapping!
Commented 18 years ago2005-11-30 17:53:35 UTC in vault item: cs_tobenamed Comment #10007
couldnt open blazurban 2.wad
i did open it in valve and it looks nice... i dont have time to compile and test it so when u get back from work and if u fix it ill test it out in-game when i get back from skating
Commented 18 years ago2005-11-30 17:36:26 UTC in vault item: aim_black_and_white Comment #10006
pretty cool... reminds me of awp_digital (i think) that has a similiar concept... i would probably get a fatal headache from the white if i played it for too long (searches the page for zoinked smiley face)
Commented 18 years ago2005-11-30 15:41:02 UTC in vault item: aim_black_and_white Comment #10005
Oh thats really nice! Reminds me of Tron 2.0!
Downloads *
Commented 18 years ago2005-11-29 13:44:15 UTC in vault item: surf_water-run2 Comment #10004
=X ;)
Commented 18 years ago2005-11-29 13:24:35 UTC in vault item: Apprehension Comment #10003
Hey, the file doesn't seem to be a valid archive.. What's up with that? :?