Commented 18 years ago2005-10-25 14:10:52 UTC
in vault item: SancefarComment #9578
Good map, as usual. Some of the proportions are strange but the overall effect is very good. As Captain P suggests, an indoor section would be nice, and we all know you can do a good one. This map reminded me a bit of dm_avalon. The Source engine lets the mapper do so much more in terms of terrain and shadows... A nice addition to this map would be some sort of huge eagle or dragon flying around the map, something like the bird in "de_survivor" or my shuttlecraft in "warpcore". About the r_speeds... well, it's obvious that you can get a nice and detailed view of 1500 wpolys
Commented 18 years ago2005-10-25 14:10:05 UTC
in vault item: SancefarComment #9577
Ok, when I HLDM-ize this map, i'll fix the func_wall thing and throw in some tree models. I also agree with the grass, i'll see what i can do. Thanks for all of the great feedback Captain P!
So I guess the RMF link works. I wasn't too sure about that.
Commented 18 years ago2005-10-25 13:53:24 UTC
in vault item: SancefarComment #9574
Just ran through it and checked the .rmf. Looks stylish, it feels somewhat Esscher-esque. I like it.
I think the textures and lighting fit well together, maybe the inside area's could do with some darker shadows to give it some more contrast but all-in-all, it's a solid-feeling theme. I didn't like the grass texture though. It does give some contrast with the rest of the textures and that's good, but somehow it doesn't feel right. Perhaps a darker stone with some grass on it could do better?
Maybe a rock and some bushes or a tree would be a nice addition to this theme. It's solid, but somewhat too similar at the same time too. Not that it's hard to learn, it's small and I got the layout down in a few minutes, but a little more variation might work well.
Also, I noticed this with wireframe on: some stairs are put into the same func_wall. Did you know that HL determines whether an entity is visible or not by it's bounding box, and that such large-spreading func_walls are more often than not visible for that reason? Heh, I've had entities that were rendered always, even from area's that they really shouldn't be visible from. Splitting them up into 2 entities did the trick: none of them were rendered at those spots then.
As for which mod, I'd say HLDM. Still my favorite for HL mapping, besides HLSP then.
Commented 18 years ago2005-10-25 09:55:50 UTC
in vault item: cs_box1337Comment #9556
Looking good (for a first map!) You even made a "laburint", that's good for the first map!
I can't download it cuz I don't got CS instaled.
One thing, the map name is Deagle1337, wich makes people think "deagle only" So, here is a tut on that: http://www.twhl.co.za/tutorial.php?id=87 It allows you to equip the player with different weapons, li,e the deagle.
Commented 18 years ago2005-10-25 02:23:27 UTC
in vault item: Multiple issuesComment #9544
I can make the fight better but I can hardly understand what you did. If I'll fix it I'll have to rebuild it(there are also lots of cases when people don't understand what I did) Are you sure you want me to fix the script?
Commented 18 years ago2005-10-25 02:08:12 UTC
in vault item: Multiple issuesComment #9543
Aghhhh....never ever use 1 sized grid! Use 8/16 much easier to use and grid size 1 is seldomly used and mostly for detail. Also use wide walls for the other sides that you don't see and head to the void wont be rendered anyway so wide wall will only make it easier for you.
Commented 18 years ago2005-10-25 02:03:45 UTC
in vault item: Multiple issuesComment #9542
I don't now what I did but it works now. The camera works perfectly and I only changed the acceleration and deacceleration to 100/5 instead of 500. Now I'll make the fight scripted!
I suggest you add some supports for those green walls. You know, stuff like pillars, concrete supports. You can easly build light sources in those supports, it adds atmosphere.
Commented 18 years ago2005-10-23 13:40:36 UTC
in vault item: Deus Ex MachinaComment #9519
Great texturing and dramatic lighting. Gameplay is alright (tried it with 2 players) but ther weapon placement is pretty bad. Also, add more cover to hide behind.
Commented 18 years ago2005-10-23 13:08:22 UTC
in vault item: ChickenMix 2Comment #9518
I played this map about 2 weeks ago. Very good job. Everything was done nicely (IMO)... still, i think the original is better than this. I don't really want to go into a "big" review.... so.. i'll give it: 4/5. I also got the same message as rowleybob when i tried to use the football table. (Kind-of late review considering most of the reviews here are from earlier this month.)
r_speeds r_crap
And as said, i'll work on it before I mod it to HLDM.
now that i think about it, it would be fun with the tau-cannon jump...
I should try it out
This map reminded me a bit of dm_avalon. The Source engine lets the mapper do so much more in terms of terrain and shadows...
A nice addition to this map would be some sort of huge eagle or dragon flying around the map, something like the bird in "de_survivor" or my shuttlecraft in "warpcore".
About the r_speeds... well, it's obvious that you can get a nice and detailed view of 1500 wpolys
So I guess the RMF link works. I wasn't too sure about that.
I think the textures and lighting fit well together, maybe the inside area's could do with some darker shadows to give it some more contrast but all-in-all, it's a solid-feeling theme.
I didn't like the grass texture though. It does give some contrast with the rest of the textures and that's good, but somehow it doesn't feel right. Perhaps a darker stone with some grass on it could do better?
Maybe a rock and some bushes or a tree would be a nice addition to this theme. It's solid, but somewhat too similar at the same time too. Not that it's hard to learn, it's small and I got the layout down in a few minutes, but a little more variation might work well.
Also, I noticed this with wireframe on: some stairs are put into the same func_wall. Did you know that HL determines whether an entity is visible or not by it's bounding box, and that such large-spreading func_walls are more often than not visible for that reason? Heh, I've had entities that were rendered always, even from area's that they really shouldn't be visible from. Splitting them up into 2 entities did the trick: none of them were rendered at those spots then.
As for which mod, I'd say HLDM. Still my favorite for HL mapping, besides HLSP then.
Looks amazing I must say, will try to check it out soon
that's two of yer maps i've got pregnant now, rimrook.
Isn't this just a brush with a target texture on it?
http://www.deviantart.com/download/24439479/
I'm glad that you still map for half-life -- same here too.
Half-life 2 mapping is for wusses...
You even made a "laburint", that's good for the first map!
I can't download it cuz I don't got CS instaled.
One thing, the map name is Deagle1337, wich makes people think "deagle only"
So, here is a tut on that: http://www.twhl.co.za/tutorial.php?id=87
It allows you to equip the player with different weapons, li,e the deagle.
This map brings back memories!
Cool, you've improved your self agot scince this map, I can tell. ^^
You can easly build light sources in those supports, it adds atmosphere.
Also, add more cover to hide behind.
A good one
Replied to your topic in more detail.