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.)
Commented 18 years ago2005-10-22 05:18:52 UTC
in vault item: cs_penetrationComment #9499
I've updated the map (fixed the monitors, changed the lighting in some places and added some ambient sounds). Unfortunately, the vehicles didn't fit into the map :/
Commented 18 years ago2005-10-21 12:51:19 UTC
in vault item: cs_tube_assaultComment #9496
i found it a little bit blocky in places, but that might be bacuse ive been playing HL2DM for the past 6 hours 0_o but appart from that its very VERY well done.
Commented 18 years ago2005-10-21 07:10:31 UTC
in vault item: TWHL Dedication ProjectComment #9487
Finally i got hldm going normally so i tested it. GOOD JOB Habboi. Very nice. Although i noticed some weird lightning and other bugs. Maybe my dm is b0rk? oh well
Commented 18 years ago2005-10-20 04:58:37 UTC
in vault item: Nightmare: A horror mapComment #9484
i know this is old but ive just tryed it and i love it, the first door scared me a little bit and the face was an awsome scare, i loved those zombies and the headcrabs hologram effect, very nice
Commented 18 years ago2005-10-19 19:03:39 UTC
in vault item: cs_penetrationComment #9483
Well, a nice map that definitely has a good sense of place. It has its flaws, both in gameplay and visuals, but at first sight, it looks like a good one.
It has already been said above, but the map is too large. You can compress those curvy roads parts a lot - it'll make the combat happen earlier and that's what most CS players play the game for. Running around isn't so much fun on itself, especially linear routes get boring fast.
The visuals are fine. I like those cars and trains, but at some points these custom textures just clash with the standard ones. The quality levels don't match well. Some textures are also very repetetive (the rocks), scale them up and eventually rotate them a bit so the pattern is much harder to spot. Decals can work well for that purpose, too. All in all, the map feels somewhat empty and generic at points. The trottoir has the same texture as the road which isn't so good, and the road is perfectly flat and suddenly there's a rock-wall. Usually, there's some sand between these two things.
But, all in all, a nice map, and with work on the layout and the visuals, I can see some great maps coming from you in the future. Just be sure to work on these weak points. Good luck with further maps!
Commented 18 years ago2005-10-19 14:43:17 UTC
in vault item: cs_penetrationComment #9482
Well I don't want to change the textures because I want it to look more like the original CS maps. And there isn't much space for the vehicles to meve around, i.e. if there will be an APC at the CT spawn point then it will only be able to move around the CT spawn point road, which won't be much of a use. And btw, I dunno why you have problems with the monitors, they suppose to show up correctly, here's the screenshot: http://img371.imageshack.us/img371/4712/qqq3ye.jpg
Commented 18 years ago2005-10-19 11:26:09 UTC
in vault item: cs_penetrationComment #9481
Well for a start: This map is fuckin HUGE! My review: ************** + Architecture. Pretty good throughout the map, although some of the monitors in the office were invalid solid shapes and didn't show up right.. You could also try replacing some of the crates with something more interesting, or removing them. : + Idea. It's like de_train, cs_office and cs_siege put together. Nice ******************* +/- Layout. It's good, but it's WAY too big. +/- Gameplay. It's ok, but this map is WAY too big to be a hostage rescue map. Why not change it to es_ or as_? ******************** - Lighting. It's bright enough but it's way too boring. - Texturing. You gotta work more with this. For a start: 1) Use another cliff texture (a texture that is randomly tiled) 2) Use the asphalt texture from cs_bdog.wad and add some random cracks from the wad. 3) Scale the cliff tecture, the gravel texture in front of the garage to 2.0 or 3.0. - Ambient sounds. It really needs some! Add some wind sounds in the open areas, and some cpu sounds in the office, maybe some engine sounds to the cars.. ************************ Well in total - this map looks pretty impressive. I'm amazed, on how you managed to keep the r_speeds at ~600 at such an open map!! Although if you want the gameplay to improve - try adding some veichles to the map. Perhaps an APC for the CT's? Anyways - it's in dire need of veichles, cause it's way too big to walk on foot! Improve the map - and it will be a hit!
Commented 18 years ago2005-10-18 10:28:27 UTC
in vault item: Half-Life: DestinyComment #9478
Well to make things clear: I never played timecoops or whatever that mod is called. And I don't remember a red scanner being in timefall.. :? So I didn't rip anything..
Commented 18 years ago2005-10-18 09:06:55 UTC
in vault item: TrainComment #9476
Let me remind you of that you got 3 problem maps and no one that seems to work.. I have a suggestion. Try make maps with easier entitys and then, when you think you are ready, move up to harder ones. A train isn't easy to set up (at least I think so) but if you start to understand the easy ones you won't think that it is so hard to understand the hard ones.
Also, add more cover to hide behind.
A good one
Replied to your topic in more detail.
At leeast put the monkey--the better one-- in the corner like the original
geh.
ENJOY!!!
Have fun... you'll need it...
Maybe my dm is b0rk? oh well
i'll give you a big 5
It has already been said above, but the map is too large. You can compress those curvy roads parts a lot - it'll make the combat happen earlier and that's what most CS players play the game for. Running around isn't so much fun on itself, especially linear routes get boring fast.
The visuals are fine. I like those cars and trains, but at some points these custom textures just clash with the standard ones. The quality levels don't match well. Some textures are also very repetetive (the rocks), scale them up and eventually rotate them a bit so the pattern is much harder to spot. Decals can work well for that purpose, too.
All in all, the map feels somewhat empty and generic at points. The trottoir has the same texture as the road which isn't so good, and the road is perfectly flat and suddenly there's a rock-wall. Usually, there's some sand between these two things.
But, all in all, a nice map, and with work on the layout and the visuals, I can see some great maps coming from you in the future. Just be sure to work on these weak points. Good luck with further maps!
And there isn't much space for the vehicles to meve around, i.e. if there will be an APC at the CT spawn point then it will only be able to move around the CT spawn point road, which won't be much of a use.
And btw, I dunno why you have problems with the monitors, they suppose to show up correctly, here's the screenshot: http://img371.imageshack.us/img371/4712/qqq3ye.jpg
My review:
**************
+ Architecture. Pretty good throughout the map, although some of the monitors in the office were invalid solid shapes and didn't show up right.. You could also try replacing some of the crates with something more interesting, or removing them. :
+ Idea. It's like de_train, cs_office and cs_siege put together. Nice
*******************
+/- Layout. It's good, but it's WAY too big.
+/- Gameplay. It's ok, but this map is WAY too big to be a hostage rescue map. Why not change it to es_ or as_?
********************
- Lighting. It's bright enough but it's way too boring.
- Texturing. You gotta work more with this. For a start:
1) Use another cliff texture (a texture that is randomly tiled)
2) Use the asphalt texture from cs_bdog.wad and add some random cracks from the wad.
3) Scale the cliff tecture, the gravel texture in front of the garage to 2.0 or 3.0.
- Ambient sounds. It really needs some! Add some wind sounds in the open areas, and some cpu sounds in the office, maybe some engine sounds to the cars..
************************
Well in total - this map looks pretty impressive. I'm amazed, on how you managed to keep the r_speeds at ~600 at such an open map!!
Although if you want the gameplay to improve - try adding some veichles to the map. Perhaps an APC for the CT's? Anyways - it's in dire need of veichles, cause it's way too big to walk on foot! Improve the map - and it will be a hit!
I never played timecoops or whatever that mod is called.
And I don't remember a red scanner being in timefall.. :?
So I didn't rip anything..
I have a suggestion.
Try make maps with easier entitys and then, when you think you are ready, move up to harder ones.
A train isn't easy to set up (at least I think so)
but if you start to understand the easy ones you won't think that it is so hard to understand the hard ones.
That's not really a bug, add more grunts and they will win?
What kind of enemy are they facing?
Can a grunt beat that kind of enemy?
Quote: The camera won't move
Try set up a train following path's, and make the camera move with.
The textures look, like they could use some more work, imo..
http://www.twhl.co.za/forums.php?pgt=1&action=viewthread&id=9442&pg=1
1000th map, eh?
it doesnt deserve 5 stars. nor does it deserve to be in the 'completed maps' section but god darnit i love that dong