Commented 18 years ago2005-11-08 14:55:43 UTC
in vault item: hldm_centerComment #9801
Yaeh i was kind of hard on him, but i don't think tha map looked good and i didn't think that the gameplay was that good either... But that's just my opinion
I understand that a lot of people think this is a really great map
But i think it sucks (sorry but im just being honest)
It wasn't realistic as it was meant to be and he could have done a far better job if i worked on it harder
Commented 18 years ago2005-11-08 13:21:14 UTC
in vault item: as_lajosmizse_ultimateComment #9799
Clipping surely is necessary, but putting a clip brush at a spot that looks obviously accessible makes the map feel fake, and that's a bad thing. Try to block off such places in a more real way. Above that bar, for example, you could've put a higher building behind it so you can't jump off into the backyard.
Anyway, I think allowing people up on the roofs isn't a real good idea here, as it gives them a really large view, plus the map is almost completely linear, so a few snipers simply block off the main and only route. It needs some alternative routes, like paths through the backyards. Oh, and hide the view from the skybox some more, as I already said, a sudden ending road looks fake.
Commented 18 years ago2005-11-08 11:28:22 UTC
in vault item: as_lajosmizse_ultimateComment #9797
Well this map still needs work BAD... ********************** + Texturing. Overall texturing was ok, some of the textures didn't fit tho, but it looked quite good overall. +/- Architecture. It was ok, but some areas questioned me. I didn't like the streets ending in mid air or being blocked by something unrealistic(those sandbags and containers), you could have made themend up realistically, like giving them a curve and adding a clip brush, blocking the player from seeing the end of the street or something. I also disliked those "walls" with the ground texture near the CT spawn, that could be changed with more trees with a clip brush. Some places looked too empty or lacked of realism (shoe store, bar, most of the buildings inside them) You also should work on the scale, like rowleybob and Captain P said. ********************* - Layout. It's just 1 path to the escape zone. You really should make more alternate paths, like a sewer or something. - Gameplay. It's be more T balanced, cause there is only one rioute to the ecsape zone. ******************* -- Lighting. VERY BAD. It's fullbright. You must compile VIS to make it look more realistic cause now it's just SO ugly! D: **************** Overall - a good map, it still needs lots of work, but if you get it right - it will really be a nice map to play. You should also do something bout the r_speeds. 1700-1800 isn't very good for a CS map. Keep this up!
Commented 18 years ago2005-11-08 05:47:19 UTC
in vault item: as_lajosmizse_ultimateComment #9795
I don't really think that clipping is always unnecesarry, because if you're up on the top of the bar (with the Heineken sign on the side), and if you're not clipped away, you would fall out of the map and on the other rooftop (shoestore) also. Maybe I'll consider upgrading it, and building more streets, but I think that could be too much detail for HL.
Commented 18 years ago2005-11-07 20:44:49 UTC
in vault item: MappyComment #9792
No screenie can convey the great subtle and not-so-subtle humor in this map...
Hilarious announcememts, text, and I loved the post-it!
- for very blocky architecture--especially the main room, but I have a feeling you'll be improving fast. Also, no space ship in the universe would I envision so square, but In zero-G, I suppose it doesn't matter much
+Minimod format! very refreshing!
+Love the radios
+Texturing and lighting was pretty good, albeit a little plain in the main room.
+neat little remote control thingies and laptop
Very enjoyable map for what it is. I see 5-stars in you future endeavors!
Ambiece was cool too--which most all maps omit intially.
Commented 18 years ago2005-11-07 19:05:10 UTC
in vault item: trigger_changetargetComment #9787
There is no limit of targets. Just make the trigger_changetarget that changes the button's target back to the first one change the button's target to a theard multimanager. That multimanager will target also two trigger_changetargets, one will change the teleport's destenation and the second will change the button's target to the first or a forth one(If you want to). And so on.
Commented 18 years ago2005-11-07 19:03:05 UTC
in vault item: as_lajosmizse_ultimateComment #9786
Hmm... I think it's a nice map considering you recreated a real-life area and there's some funny details to it like the Heineken sign and the shoe-store, but overall it felt somewhat bland and there's a few odd places that are distracting.
First, the lighting is boring. It's a sort of yellowish bleeding without real shadows, which makes all feel blending together too much. Second, there's some area's that suddenly stop or where you suddenly clipped the player. Especially the player clipping feels odd and sometimes unnecessary. The sudden stop of roads is understandable as it's the HL engine we're talking about, but it does feel strange. Something to block sight would be nice. Third, I believe you've restricted yourself too much to the place you recreated. Some of those backalleys and gardens were just dead-ends and I felt they didn't add anything to the gameplay. Only makes the map harder to learn and makes it feel put down together without too much thought. Fourth, some things felt out of proportions. The Heineken sign, but also the trottoir heights and other edges and such felt often too big. Some things better fit smaller. This does not really count for the width of roads or generally 'paths', because narrow paths allow few players and little room to dive for cover so that may not be a good idea.
All in all, there's some nice things here but in general, the map didn't do it for me. I couldn't playtest though so I don't know how it plays, but it didn't really feel like it would play too well. Could use some work. Hey, talking about gameplay, David Johnston, creator of dust and dust2, has a blog where he often talks about gameplay issues. Check it out, it's worth a read.
Commented 18 years ago2005-11-07 14:59:44 UTC
in vault item: In-game tutorialComment #9781
A neat Idea, but I don't thing very useful for new people imo. Mabye if you slowed it down a little, and used renders/toggles to actually show the brushes your talking about.
Even then I'm not sure, but an interesting idea nonetheless.
Commented 18 years ago2005-11-07 14:22:57 UTC
in vault item: thwc2_stalkyComment #9778
Nice map! It has some very nice custom textures and detail is overall good. Ambient sounds complete the great feel of this map. The only problem I see (besides the need for some clip brushes here and there) is that this map jumps to more than 1000 wpolys in some places. I think this is due to texture scaling. As many people have said, this map should be a source map. Too much detail and nice textures for HL1
Commented 18 years ago2005-11-07 14:18:41 UTC
in vault item: as_lajosmizse_ultimateComment #9776
Thanks, but this is not my first map, this is the third REMAKE of the first map that I ever made. As I wrote, the first version is so crap, that I didn't upload it. And yeah, I think that models would look better, but I don't know how to make some...
Commented 18 years ago2005-11-07 14:10:58 UTC
in vault item: as_lajosmizse_ultimateComment #9774
A very nice little map indeed! A couple of thoughts, and I must say I really believe this map is worth updating--since you said this was the 'last'.
Nice Architecture throughout, except in a few places:
-scale is weird--too big or too small-- in places.
-suffering from some blockiness here and there.
-misc weird stuf like the shrubs that should have a level top.
Choice of textures is questionable in a few places, and some alignment issues. But overall the the texturing is quite respectable.
I didn't notice any sounds, sot that's a minus for ambience.
The sort of trees/bushes you used are only really good for background stuff imo, as you can see the 'panels' easily when there upclose. There nice enough and aligned perfectly, just in the wrong place imo. I would recommend models instead.
Overall a very interesting and pleasing map, which still needs some attention. Quite amazingly well done for a first map!
Commented 18 years ago2005-11-07 13:05:07 UTC
in vault item: Dream1_ver3Comment #9767
There are some obvious negatives to this map, but they however are completely overshadowed by the positives imo.
-texture scaling way to small in some cases for no reason, causin performance issues -brushwork bad--invalids in some places
Though architecture is pretty plaing and blocky, the general layout is pretty nice with good detail in places/nice vistas. Some areas are unmistakingly barren and boring though, such as whole buildings with just the cinder block texture.
That said, The gameplay is verymuch fun, and has many neat elements. The cutscenes and general camera scenes are better than any map I can remember ever seeing.
Use of game text is also pretty well done, perhaps over a little bit.
considering how old this map is, and it's a first map, it's amazing to me how good it is. For that reason, 5-stars from me.
Nice job DieH@rd
This comment was made on an article that has been deleted.
Commented 18 years ago2005-11-07 12:41:57 UTC
in vault item: hldm_centerComment #9764
Tosse this site isn't only about gameplay but also on how stuff look. And I understand that they look great from the other posts! You just can't rate only on the gameplay it's very annoying when someone works hard on something then people don't notice it. cry
Commented 18 years ago2005-11-06 23:33:15 UTC
in vault item: thwc2_stalkyComment #9757
This map is freakin amazing. It's another one of those few that looks source derived due to th amazing texturing and great use of models and other little tricks. Any HL1 map that looks like source is 5 stars imo, remake or not.
Commented 18 years ago2005-11-06 23:28:53 UTC
in vault item: dm_creteComment #9756
Nice, very nice.
I loved the layout, the point-based lights for each weapon was neat, and I loved the amount/placement of them.
Looks like a fun maximum carnage map. The only thing I can think of that would be missing would be sound, but I'm at a loss myself to figure what sort of sound would be good for this.
Commented 18 years ago2005-11-06 22:29:04 UTC
in vault item: de_installationComment #9753
Very cool map.
+Beautifully constructed and great prefabs like the crane and trucks! Did you make them yourself?
+Nice ambient sounds and lighting
-Textures are scaled way too small in some areas--the border of the crane turret and the top of the chassis--causing some performance havoc. Scale those bad boys up!
-lots of invalid solids on the chute thingie.
Excellent map, with some serious problems if you want to play it multiplayer.
I understand that a lot of people think this is a really great map
But i think it sucks (sorry but im just being honest)
It wasn't realistic as it was meant to be and he could have done a far better job if i worked on it harder
Non-Source on the right
Anyway, I think allowing people up on the roofs isn't a real good idea here, as it gives them a really large view, plus the map is almost completely linear, so a few snipers simply block off the main and only route. It needs some alternative routes, like paths through the backyards. Oh, and hide the view from the skybox some more, as I already said, a sudden ending road looks fake.
**********************
+ Texturing. Overall texturing was ok, some of the textures didn't fit tho, but it looked quite good overall.
+/- Architecture. It was ok, but some areas questioned me. I didn't like the streets ending in mid air or being blocked by something unrealistic(those sandbags and containers), you could have made themend up realistically, like giving them a curve and adding a clip brush, blocking the player from seeing the end of the street or something. I also disliked those "walls" with the ground texture near the CT spawn, that could be changed with more trees with a clip brush. Some places looked too empty or lacked of realism (shoe store, bar, most of the buildings inside them) You also should work on the scale, like rowleybob and Captain P said.
*********************
- Layout. It's just 1 path to the escape zone. You really should make more alternate paths, like a sewer or something.
- Gameplay. It's be more T balanced, cause there is only one rioute to the ecsape zone.
*******************
-- Lighting. VERY BAD. It's fullbright. You must compile VIS to make it look more realistic cause now it's just SO ugly! D:
****************
Overall - a good map, it still needs lots of work, but if you get it right - it will really be a nice map to play. You should also do something bout the r_speeds. 1700-1800 isn't very good for a CS map.
Keep this up!
Hilarious announcememts, text, and I loved the post-it!
- for very blocky architecture--especially the main room, but I have a feeling you'll be improving fast. Also, no space ship in the universe would I envision so square, but In zero-G, I suppose it doesn't matter much
+Minimod format! very refreshing!
+Love the radios
+Texturing and lighting was pretty good, albeit a little plain in the main room.
+neat little remote control thingies and laptop
Very enjoyable map for what it is. I see 5-stars in you future endeavors!
Ambiece was cool too--which most all maps omit intially.
I love the whell of light-emmiting textures. Texturing in general is nice and brightly different.
Brushwork is impeccable throughout.
Nice doodads.
5-stars for sheer originality!
A nice Addendum to Pepper's Tut/map.
Maybe a scripted series is in order?
And If the link doesn't work, I don't see the point in leaving it in the vault.
First, the lighting is boring. It's a sort of yellowish bleeding without real shadows, which makes all feel blending together too much.
Second, there's some area's that suddenly stop or where you suddenly clipped the player. Especially the player clipping feels odd and sometimes unnecessary. The sudden stop of roads is understandable as it's the HL engine we're talking about, but it does feel strange. Something to block sight would be nice.
Third, I believe you've restricted yourself too much to the place you recreated. Some of those backalleys and gardens were just dead-ends and I felt they didn't add anything to the gameplay. Only makes the map harder to learn and makes it feel put down together without too much thought.
Fourth, some things felt out of proportions. The Heineken sign, but also the trottoir heights and other edges and such felt often too big. Some things better fit smaller. This does not really count for the width of roads or generally 'paths', because narrow paths allow few players and little room to dive for cover so that may not be a good idea.
All in all, there's some nice things here but in general, the map didn't do it for me. I couldn't playtest though so I don't know how it plays, but it didn't really feel like it would play too well. Could use some work. Hey, talking about gameplay, David Johnston, creator of dust and dust2, has a blog where he often talks about gameplay issues. Check it out, it's worth a read.
I tried to do this but the soldiers went nuts!
Thanks, I'll download later (or tomorrow).
Why should I remove 'my' map when 'I' host it
Even then I'm not sure, but an interesting idea nonetheless.
5*
This would be perfect for the transporters for my Defiant Mod--If I ever redo it!
I must admit I didn't peak at the .RMF, but am I correct in assuming you may have multiple targets? If so is there a nominal limit?
Very nice Job!
You'd better hope I never become a MV Mod Habboi!!!!
Nice Architecture throughout, except in a few places:
-scale is weird--too big or too small-- in places.
-suffering from some blockiness here and there.
-misc weird stuf like the shrubs that should have a level top.
Choice of textures is questionable in a few places, and some alignment issues. But overall the the texturing is quite respectable.
I didn't notice any sounds, sot that's a minus for ambience.
The sort of trees/bushes you used are only really good for background stuff imo, as you can see the 'panels' easily when there upclose. There nice enough and aligned perfectly, just in the wrong place imo. I would recommend models instead.
Overall a very interesting and pleasing map, which still needs some attention. Quite amazingly well done for a first map!
Download is offline because I had to free some space...Besides, no-one ever plays my maps
Download is offline because I had to free some space...Besides, no-one ever plays my maps
Download is offline because I had to free some space...Besides, no-one ever plays my maps
HL2 HL2 HL2
Giving 2* for a really good map?
Aw well.. Tiz your opinion.. :
-texture scaling way to small in some cases for no reason, causin performance issues
-brushwork bad--invalids in some places
Though architecture is pretty plaing and blocky, the general layout is pretty nice with good detail in places/nice vistas. Some areas are unmistakingly barren and boring though, such as whole buildings with just the cinder block texture.
That said, The gameplay is verymuch fun, and has many neat elements. The cutscenes and general camera scenes are better than any map I can remember ever seeing.
Use of game text is also pretty well done, perhaps over a little bit.
considering how old this map is, and it's a first map, it's amazing to me how good it is. For that reason, 5-stars from me.
Nice job DieH@rd
I'll get a new host shortly.
Amazing job!!
I loved the layout, the point-based lights for each weapon was neat, and I loved the amount/placement of them.
Looks like a fun maximum carnage map. The only thing I can think of that would be missing would be sound, but I'm at a loss myself to figure what sort of sound would be good for this.
First DM map I'm rating 5 stars.
Great job Rimrook!
+Beautifully constructed and great prefabs like the crane and trucks! Did you make them yourself?
+Nice ambient sounds and lighting
-Textures are scaled way too small in some areas--the border of the crane turret and the top of the chassis--causing some performance havoc. Scale those bad boys up!
-lots of invalid solids on the chute thingie.
Excellent map, with some serious problems if you want to play it multiplayer.
All nicely construcked and textured.
And of course, beautiful screenie pimpage.
I agree with the captain, make us something bigger to enjoy!