Comments

Commented 18 years ago2005-11-22 15:37:41 UTC in vault item: Sancefar Comment #9949
Wow i can tell it took alot of work just by lokking at it kudos
Commented 18 years ago2005-11-22 14:02:34 UTC in vault item: Realtime Clock - With Ticking Comment #9948
Neat, though I don't think I'd ever use it for anything. Really cool Idea just the same, and as always, outstanding ingenuity on your part!

Went to VERC to check out the floor tutorial, and I was blown away at the great tutorials there! I guess I live under a rock :)
Commented 18 years ago2005-11-22 12:02:13 UTC in vault item: Apprehension Comment #9947
Screenshot just looks plain crap, so I wont test it.
Commented 18 years ago2005-11-21 20:58:41 UTC in vault item: surf_water-run2 Comment #9946
i no u can change gravity through a map but surf maps dont use gravity... ive never seen an airaccelerate command... would be cool though
Commented 18 years ago2005-11-21 16:48:19 UTC in vault item: Apprehension Comment #9945
Sorry I couldn't link directly to the file. I was having a little trouble finding a host site for the file (2.10MB). I'll do better next time. Oh, and Hunter, those textures aren't really all THAT bad. You'll see when you play the map that it fits with the rest of that area. I tried my best.
Commented 18 years ago2005-11-21 15:55:02 UTC in vault item: surf_water-run2 Comment #9944
I like surf maps as well, but Isn't there a way to incorporate the gravity and acceleration changes into the map, instead of doing it serverside? I use steam, if i start my own server, how do I change the
sv_airaccelerate
mp_limitteams
mp_autoteambalance
?

as for alexb911, I agree, if you dont like surf maps, dont click the link.
Commented 18 years ago2005-11-21 14:03:58 UTC in vault item: surf_water-run2 Comment #9943
Aye Alex just leave in shame you fool :P
I like surf maps also, meh yours is ok but I think it needs more places to go ;)
Commented 18 years ago2005-11-21 13:21:55 UTC in vault item: surf_water-run2 Comment #9942
its not fullbright and y would u bother opening this page if u dont like surf maps? do us a favor and dont post ever again on a surf map if u dislike them because it leads to arguements like so...
Commented 18 years ago2005-11-21 13:11:19 UTC in vault item: surf_water-run2 Comment #9941
a) i hate surf maps... with avengence

b) fullbright?

c) why?
Commented 18 years ago2005-11-21 11:05:22 UTC in vault item: The Arena - Room 1 Comment #9940
I couldn't jump from the last crate to puzzle 2 ffs..
It was to high..

Meh, I rarely play half-life and If I do, I don't do jumping courses ^^

AOE 3 ftw..
Commented 18 years ago2005-11-21 10:45:42 UTC in vault item: Apprehension Comment #9939
i'll download when i get home from school but judging from the screenie, i can see that wall texture is badly aligned
Commented 18 years ago2005-11-21 09:23:41 UTC in vault item: Textures will not load Comment #9938
lol. noobs with simple questions like this should read the tutorials first! that is a really simple answer, it would just save peoples time and space.....

and then theres always the forums. But guud map.
Commented 18 years ago2005-11-21 06:23:38 UTC in vault item: Apprehension Comment #9937
Who deleted my reply?

Anyway, I played it yesterday, and i enjoyed it. Those Robot Soldiers are kinda cool. But some area's feel somewhat crowded. Geuss what happend when 16 people are ingame! :P

Keep going! ;)
Commented 18 years ago2005-11-21 04:13:00 UTC in vault item: surf_water-run2 Comment #9936
WEEEEEEE! A new surf :) downloading
Commented 18 years ago2005-11-20 15:59:09 UTC in vault item: Headcrab Revenge Comment #9933
reminds me of my torture a headcrab:D
Commented 18 years ago2005-11-20 13:11:23 UTC in vault item: The Arena - Room 1 Comment #9932
Yay, i made it without using noclip! ^^
Commented 18 years ago2005-11-20 12:34:40 UTC in vault item: The Arena - Room 1 Comment #9931
noclip the first puzzle? FresheD... I am ashamed!!
Commented 18 years ago2005-11-20 12:13:53 UTC in vault item: The Arena - Room 1 Comment #9930
why did u have to noclip? i didnt noclip once
Commented 18 years ago2005-11-20 12:12:19 UTC in vault item: The Arena - Room 1 Comment #9929
The first 'puzzle' SUCKED! I had to noclip ffs..

The second 'puzzle' was cool

The third 'puzzle' was boring

The 4th 'puzzle' was cool.

The 5th 'puzzle' was stupid

The 6th 'puzzle' sucked.
Commented 18 years ago2005-11-20 12:09:06 UTC in vault item: The Arena - Room 1 Comment #9928
I love all the indiana jones references.. even if they were accidental :P

the lasers are just stupid though. make them hurt.

The spinny-thingies were great.. so difficult until you figure out a tactic.

Hammers were.. meh.. nothing new.. and the ice was annoying because it took so long to be eaten.
Commented 18 years ago2005-11-20 09:55:56 UTC in vault item: The Arena - Room 1 Comment #9927
@darth duvet: thats the whole idea! trick people into thinking that they hurt (although one hurts!!!)

@strider: cheers! I just put a clip brush over them!
Commented 18 years ago2005-11-20 09:51:48 UTC in vault item: The Arena - Room 1 Comment #9926
you can skip the hammer bit and just jump on the poles holding them. Next few might need a bit of work
Commented 18 years ago2005-11-20 09:27:41 UTC in vault item: The Arena - Room 1 Comment #9925
not bad. By the way the lasers don't hurt you, you might want to fix that. Maybe a shooting challenge?
Commented 18 years ago2005-11-20 07:00:52 UTC in vault item: The Arena - Room 1 Comment #9924
sorry, fixed!
Commented 18 years ago2005-11-20 06:53:16 UTC in vault item: The Arena - Room 1 Comment #9923
need ourhouse.wad
Commented 18 years ago2005-11-20 02:42:41 UTC in vault item: Headcrab Revenge Comment #9922
It can use more detail, but that hammer makes it excellent!:))
Commented 18 years ago2005-11-19 23:01:40 UTC in vault item: Black Mesa work area B-105 Comment #9921
Hey, Ansith, I forgot to ask...

Have you ever thought about connecting your "pre-disaster labs" map to B-105? I personally felt the two maps fit pretty well.
Commented 18 years ago2005-11-19 11:40:06 UTC in vault item: Black Mesa work area B-105 Comment #9920
Rating?????
Commented 18 years ago2005-11-19 10:59:49 UTC in vault item: Headcrab Revenge Comment #9919
Pure fun!
awaits version 2
Commented 18 years ago2005-11-19 05:22:32 UTC in vault item: Office Comment #9918
This should be labeled HL2
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 18 years ago2005-11-18 22:10:35 UTC in vault item: Torture that Alien - V2 Comment #9915
I totally disagree Daub that it was boring, but I totally agree with the imprison idea. I also Agree that it was amazing that you could pick what tortures you wanted or use them all. Truly neat.

Loved this map, and when I say I loved it, I mean I really liked it a lot. Evil Grist roller of death!--really cool idea btw, turrets--i would have used more than 1 and spaced them, and the rest were inventive and interesting. 2 levels of nonstop torture action!.

Loved the conveors utilized in this map, as well as the blocking door to switch on/off a different torture. A minor complaint: label the tortures, or put up pictograms, and/or a test briefing at the beginning to describe things.

Architecture et al was very nice throughout. A minor complaint--and i see this all the time--: is that your doors/elevators look bad when they're open/moving, because you can see the brushes overlapping.

For the doors use some -lip or lip to make the door stick out or in more, and space the elevator so you don't see the ugliness.

K. Back to the good stuff. Another favourite part of this map of mine, is the target range with two excellent innovations i've not witnessed for this sort of thing before: The train for the first one is excellent Idea, And the conveyor with the advancing zombies was fucking brilliant imo.

You are truly an innovative mapper, My good Aleks!

5-STARS FUCK YEAH! (you 3-star raters don't recognize genius when it you see it slapping you in the face! :P)

Depends on the "genius" :P - Daub
Commented 18 years ago2005-11-18 18:57:25 UTC in vault item: Justice Comment #9914
I like to keep improving the map, so here is yet another update.

The map itself stayed the same this time, but I have place-painted the navigational mesh, so the entire map can be identified by specific locations now. This is quite an important attribute for a good map that allows teamwork.
Commented 18 years ago2005-11-18 09:27:03 UTC in vault item: Torture that Alien - V2 Comment #9913
Yay , im happy that you made number 2 of torture that alien, The origional brought me to TWHL so yeah, i say 4 stars, there were a few errors but oh well
Commented 18 years ago2005-11-18 04:42:04 UTC in vault item: The Unteenth Test Chamber Comment #9912
Very busy sequence, but I think it looked/flowed together nicely. Also nice destruction at the end as well.

Design of the chamber was original and inventive in many ways. Nice Job!

Nice use of ambient sounds and music, which many people omit.

Little flaws all over, but my general impression was that this is a very well constructed piece.

I liked your version of hell at the end.

Little things I remeber:

-Elevator needs some help.

-clearer idea at the beginnig of what you're supposed to do, might do.

-If you got some scientists and a barney in there, would be cool. as well as gman and/or some monsters at the end like 7th said.

For the sequence itself, how nice it looked alone, i'm going 4-stars.

Really nice Job!
Commented 18 years ago2005-11-18 04:27:22 UTC in vault item: awp_lake Comment #9911
+nice lake
+Nice them going.
-trees weird imo
+climbable bits nice
+rock bunker-walls nice
-holy shit that grass texture is repetative. Change it up a little, and perhaps put a sandy or dirt or rock boarder around the lake, and make the lakebed a different texture as well.

All and all a very nice map. With some changes it could be 5-stars imo.

for now, 3-stars.
Commented 18 years ago2005-11-18 04:16:32 UTC in vault item: Sniper Comment #9910
You should include the BSP so lazy people who aren't willing to compile maps--like me--will look at it.

-1000 points :P
Commented 18 years ago2005-11-17 18:40:49 UTC in vault item: TWHL Dedication Project Comment #9909
Oh what an anamzing map this truly was! Perhaps my best...Will my future maps live up to it? Only time may tell...

On a side note I feel like making version 2 for those poor members who didn't get chosen...I decided I might do it after (and this is a might) I might do it after I have done my Gang-life map and Hunters prison map...

So don't expect it any time soon.
Commented 18 years ago2005-11-17 14:26:23 UTC in vault item: cs_box1337 Comment #9908
even i have made one of these kinds of maps. Never realeased it tho. I found out the it's best to place some high ground in the corners so people can shoot down at an angle at the guys in the boxes, or shoot up at them. And way, i like to play maps like this in CS, even tho there is a lack of them.

i.e. aim_deaglefactory

--
Isn't it spelled, "Labyrinth"
Commented 18 years ago2005-11-16 21:57:14 UTC in vault item: hldm_milivolt Comment #9907
I played them back to back and can't really tell the difference between.

List the changes, perhaps?

Great map anyway!
Commented 18 years ago2005-11-16 21:42:06 UTC in vault item: Zeromancer Comment #9906
I wrote a huge review for this and lost it--oh noes!--, so here goes againe...

This map is an amazing display of all the fundamentals, that many mappers routinely miss up, as well as, the little details which almost EVERY mapper misses.

Varied and inventive use of textlights, sprites, ambients, and detail brushes make this a beautiful map in it's own right. I cannot recall a map I've ever seen that nail the small details as well as this one.

The little details give things a better, truly 3D quality, makes them real, and Zeromancer achieves this beautifully. Other small things like removing a tile here, adding a grate there--which most anyone else wouldn't bother--, really make this map. Also doing anything to break up the perfect symmetrical design--which Zero most definitely does--that Hammer makes so easy for us, makes everything seem more real.

Relief in the level is highly varied and most excellently done. Nice portions from the subterranean to the open ceilings are all well-construckted and placed.

Weapon placement is fine, for this size of a map, and some nice HL-style hidden rooms with goodies.

Icing on the cake is a nice little vista where you can see outside, but the player cannon access...Always a nice touch.

Simply perfect small-sized HLDM map.

5 stars.
Commented 18 years ago2005-11-16 20:46:33 UTC in vault item: Headcrab Revenge Comment #9905
I like it. Kinda reminds me of Scientist Slaughterhouse, only with headcrabs.
Commented 18 years ago2005-11-16 19:06:17 UTC in vault item: Headcrab Revenge Comment #9904
that ain't textures lighting! he he he!
Commented 18 years ago2005-11-16 14:48:52 UTC in vault item: Realtime Clock - With Ticking Comment #9903
Poor mans shiny floors don't really cost a lot more work, in fact, you can leave out a lot of the detail since it's basically a dark room underneath with sprites at the locations the lights would be.
Commented 18 years ago2005-11-16 13:54:38 UTC in vault item: Headcrab Revenge Comment #9902
Try not to stretch the textures.. if anything, make the scale of the textures smaller ;D
Commented 18 years ago2005-11-16 13:11:59 UTC in vault item: Headcrab Revenge Comment #9901
For shear novelty value I'm going to give it 3 stars. Its more of an example map/effects showcase though, so it really shouldn't be in here though.
Commented 18 years ago2005-11-16 12:08:29 UTC in vault item: Realtime Clock - With Ticking Comment #9900
yeah, thats quite cool. more work though, but probably more realistic and effetive. ill try it out one day. as for the animated model idea, that could also work, and it would definately help improving compile times. i don't do a lot of modelling, maybe i give it a shot!
Commented 18 years ago2005-11-16 10:55:49 UTC in vault item: Realtime Clock - With Ticking Comment #9899
In a HL2 map you could use an animated model which would be easier (and perhaps also more accurate). You could do that for HL too... ;)

But anyway, it's a nice example map though fairly simple I think.
For reflections, search for an article on the VERC called 'Poor man's shiny floors'. A much more believeable way of doing reflections.
Commented 18 years ago2005-11-16 09:33:53 UTC in vault item: Headcrab Revenge Comment #9898
Use your imagination.. :)
(or watch Tom & Jerry ) ;)