Commented 19 years ago2005-10-02 08:27:16 UTC
in vault item: ChickenMix 2Comment #9304
Hmm, fair mappack. I felt that the lab environment (the one you're fighting in) was spent most time on, the other area's stuck me as somewhat bland. Some (nasty) errors now and then kept the gameplay from being really nice. Things like being able to get behind the rocks in the apache area (clip these area's off) or not being able to get up from the water (add a ladder) made me think it was just rushed off in a hurry. You should playtest your maps more to spot such things before releasing a map.
The getting stuck (ok, a sequence... then make that more obvious because now it isn't - also, end the game rather than letting the player wait for anything to happen) and loosing weapons felt indeed like a bug or sloppy design. There was no reason for loosing the weapons (or you should give a message that something went wrong during the teleport or such) and getting a weapon while being shot at with a sniper and some more guns... well... at least it was a different gameplay but it felt unfair and strange because I had 'earned' my weapons up to that point.
Also a remark about the puzzles: often it was unclear what a button would do or for what door a keycard was meant. Closed doors also didn't give a sound and it was hard to spot what doors would go open and what wouldn't. It's nice to give a sign so a player doesn't walk to a door only to find out that's not the way to go.
All in all, nice idea's I think, but it's rushed off and somewhat sloppy at parts.
Commented 19 years ago2005-10-02 07:48:46 UTC
in vault item: ChickenMix 2Comment #9302
Looks very nice. Although there were some problems. Don't remember all of them but here's few of them that i remembered. Apache area needs a bit more work it looks weird where the water ends. Models keep disapearing on my machine :/ I suppose thats my hl's problem. Should you lose all you weapons in the last map? And i got stuck in that place where the door opens and grunt runs to a teleporter. Some walls need more detailing. Like where the doors are.
Commented 19 years ago2005-10-01 17:17:51 UTC
in vault item: ChickenMix 2Comment #9299
Very impressive. You have some really nice area's, like the Anomalous Materials area look-a-like. Pwn.
I suggest the following:
You have some texture allignment bugs, like these: http://img134.imageshack.us/img134/363/textureerrors0ce.jpg Also, use a trigger_autosave before the apache scene. There is no autosave in the level, and when you get killed by the apache, you can start all over again.
Of course, from a realistic point of view, it is obvious that your choice is the right one (it plays a huge part in the "identity" of the building). But from a gameplay experience POV, it could become a negative factor after a while, specially since the layout we had for making this map moves us from one place to another in very short amounts of time. Just like it was predicted, this layout has inspired very different maps that each give different answers to the same problems.
Thanks for the comments Kasperg. I thought I would use the orange texture through the map because there might not be the kind of variation in an actual hostpital as in a normal DM map, but I understand what you're saying
Commented 19 years ago2005-10-01 07:47:52 UTC
in vault item: Half-Life: DestinyComment #9293
Very nice map, specially because of entity work. Sounds are also great, and the whole minimod clearly shows a lot of work has been put into it, very nice !! As Captain P said, the map could have been a bit improved. Some areas had strange lighting, and I had to use noclip after the levelchanges: landmark problems, which are always hard to solve I would've liked to see more of Xen, since this looked more like a human transportation system in a human map
Commented 19 years ago2005-09-30 19:39:27 UTC
in vault item: cs_destructionComment #9289
Thanks, I've put some work in it (especially the inside of the building), my classmates told me that its crap (they don't even build maps, waheva') but I'm happy, that some people do like it
Commented 19 years ago2005-09-30 19:16:12 UTC
in vault item: Canyon WarehouseComment #9288
I know about those lights, sorry, but I've tried 5 different positions and probably 20 different brightness levels for those lights in the column room, and they were still black...Sorry I got no idea what could be the problem:(
Commented 19 years ago2005-09-30 16:50:42 UTC
in vault item: Half-Life: DestinyComment #9287
Looks awesome! Wow! I didnt' finish it, my hl is f*cked up, all the keys got unbound, and I don't have time to rebind them right now, but it is just...wow. Great detail, scripting, effects, sequences, wow!
Commented 19 years ago2005-09-30 13:45:18 UTC
in vault item: Half-Life: DestinyComment #9284
Yeah now that I think of it, it quallifes and I really like this map. It's great and I liked the way the vehicle is created. The first room is fullbright!
Commented 19 years ago2005-09-30 13:23:14 UTC
in vault item: Half-Life: DestinyComment #9283
Thanks. I know that it needs some polishing and I would have added to it to improve things, but I was very short on time and mapped full-time this week. The tunnel you arrive in is supposed to be abbandoned. Listen to the speach of the scientist... Anyways - thanks for the comments!
Commented 19 years ago2005-09-30 12:56:52 UTC
in vault item: Half-Life: DestinyComment #9281
Nah, no, he just has it in a counter-strike folder in his .zip file. Not really a good idea to do so, but it's a HL mod anyway.
I think this map shows some nice idea's, I found the time travel nicely done. Care for details (though it misses some polishing-up) and all... nice one.
I think that the gameplay is somewhat sober: it's just pushing buttons and running around. The rooms also looked like an abandoned part of Black Mesa while it's really just 2 days before the cascade. Also, some music during the transport rather than leaving it for the end would've been better, though the music was a nice touch. Oh, and next time, please don't include your config.cfg... I had to adjust my mouse sensitivity as well as restore the keyboard commands to their default before I could play it as I'm used to.
All in all, nice map, good entry. Could've used a little polishing though.
Commented 19 years ago2005-09-30 12:30:05 UTC
in vault item: Half-Life: DestinyComment #9278
Ok I listened to the scientist! You teleport back in time to stop the experiment, EXACTLY like tlax's timefall mod! It's in xen and now I'm really confused...is it connected to the theme, "XEN'S TRANSPORTATION SYSTEM"?
Commented 19 years ago2005-09-30 12:11:12 UTC
in vault item: Half-Life: DestinyComment #9269
You don't need cs to plant it. Just press use at the switch, which opens the cover, when you get the command. Theres an invisible func_button there which plants the bom. when the bomb is planted, the other security door should open and you should hear some beeps and a bomb plant sound.
You DO NOT need cs or any other mod for this map to work, I just made the paths in the .zip wrong!
Commented 19 years ago2005-09-29 20:55:46 UTC
in vault item: Top SecretComment #9260
solar panels: I know, in the process of fixing that Turrets: need to add a trigger buttons: wierd lighting effect, will fix elevator: again, will fix soon the big room: I just haven't added lights yet.
Very nice map! The rain and rubble add a lot of atmosphere. You have taken advantage of the Z-axis to add variation to the given layout, very well done. There are enough props around and weapon placement seems right. The map reminded me of some day of defeat maps (must be the rain and the rubble :D) The only negative point I can see is that the orange-ish texture is imo overused throughout the map. Cubemaps turned out mostly well, but some of them look strange (in the area around the room with 2 staircases) 4.4/5
Commented 19 years ago2005-09-29 16:29:27 UTC
in vault item: Top SecretComment #9258
Just a few things:
The wall blocks the solar panels from receiving any light. Pus that a wall suffices, no need for the fences anymore. Also, I could get stuck between the walls and the fences (odd turret placement there too, they didn't even work too). Pressing buttons in guard towers to open a bunker access door doesn't make much sense to me. Oh, and let the player know what happened. The purpose of those buttons is unclear, you can't see what they do. They appear to do nothing when you press them actually. The lighting is ugly. But I suppose you'll change that in a later stage. The elevator is boring (it's slow and it's a long way down. Don't waste the players time, at least give him some interesting things to look at), and it doesn't fit well in it's environment. Why have a large cargo elevator when there isn't even room for such large cargo there? Those rooms are too small for that. Doesn't feel right. Dark room, too bright glass, painfully flickering light and a bunch of zombies together with barney's? I'm not sure what to make of that but it's no good at the moment.
Conclusion: some improvements were nice, but there's still a lot to do. Don't forget about logic: several things in your map don't feel right. Why? Compare them to the real world: would they be done like that in reality? For example, buttons are usually labeled to make their purpose clear. Buttons that control security doors are usually placed in security offices. So... good luck with it!
Commented 19 years ago2005-09-29 16:08:55 UTC
in vault item: cs_training2 - BETAComment #9257
Well, definitely a funny idea. The area looks fair for what it is, though there's some things I should've put some more time in. Those lamps are both oddly proportioned and are too repetetively placed. It's not so important for the gameplay but it caught my attention and threw the sense of realism off somewhat. Overall a somewhat bad choice of textures I think. Lighting is ok, it fits the map.
A thing about the crushing other players: it's a nice idea, but I wouldn't have found out really easily. It's not intuitively visible. I'd say put some spikes on that crushing platform, and maybe some wires that go back from the targets to the other players crusher. I think that makes the idea pretty well visible to players. Also put a glass wall between them or something, a bullet doesn't get stopped by thin air...
All in all, fun map, but could do with some improving. Oh, and what about a 8-player version? There's 8 firing lanes...
I'll download it.. Just noticed I never downloaded the first mixahh so I'll download that one first.
Some (nasty) errors now and then kept the gameplay from being really nice. Things like being able to get behind the rocks in the apache area (clip these area's off) or not being able to get up from the water (add a ladder) made me think it was just rushed off in a hurry. You should playtest your maps more to spot such things before releasing a map.
The getting stuck (ok, a sequence... then make that more obvious because now it isn't - also, end the game rather than letting the player wait for anything to happen) and loosing weapons felt indeed like a bug or sloppy design. There was no reason for loosing the weapons (or you should give a message that something went wrong during the teleport or such) and getting a weapon while being shot at with a sniper and some more guns... well... at least it was a different gameplay but it felt unfair and strange because I had 'earned' my weapons up to that point.
Also a remark about the puzzles: often it was unclear what a button would do or for what door a keycard was meant. Closed doors also didn't give a sound and it was hard to spot what doors would go open and what wouldn't. It's nice to give a sign so a player doesn't walk to a door only to find out that's not the way to go.
All in all, nice idea's I think, but it's rushed off and somewhat sloppy at parts.
Apache area needs a bit more work it looks weird where the water ends. Models keep disapearing on my machine :/ I suppose thats my hl's problem.
Should you lose all you weapons in the last map?
And i got stuck in that place where the door opens and grunt runs to a teleporter.
Some walls need more detailing. Like where the doors are.
You have some really nice area's, like the Anomalous Materials area look-a-like. Pwn.
I suggest the following:
You have some texture allignment bugs, like these: http://img134.imageshack.us/img134/363/textureerrors0ce.jpg
Also, use a trigger_autosave before the apache scene. There is no autosave in the level, and when you get killed by the apache, you can start all over again.
- Thumps.db
- CmdSeq.wc
- GameCfg.wc
Those files are not needed for a map to run.Just like it was predicted, this layout has inspired very different maps that each give different answers to the same problems.
I thought I would use the orange texture through the map because there might not be the kind of variation in an actual hostpital as in a normal DM map, but I understand what you're saying
Sounds are also great, and the whole minimod clearly shows a lot of work has been put into it, very nice !!
As Captain P said, the map could have been a bit improved. Some areas had strange lighting, and I had to use noclip after the levelchanges: landmark problems, which are always hard to solve
I would've liked to see more of Xen, since this looked more like a human transportation system in a human map
The tunnel you arrive in is supposed to be abbandoned. Listen to the speach of the scientist...
Anyways - thanks for the comments!
I think this map shows some nice idea's, I found the time travel nicely done. Care for details (though it misses some polishing-up) and all... nice one.
I think that the gameplay is somewhat sober: it's just pushing buttons and running around. The rooms also looked like an abandoned part of Black Mesa while it's really just 2 days before the cascade. Also, some music during the transport rather than leaving it for the end would've been better, though the music was a nice touch.
Oh, and next time, please don't include your config.cfg... I had to adjust my mouse sensitivity as well as restore the keyboard commands to their default before I could play it as I'm used to.
All in all, nice map, good entry. Could've used a little polishing though.
Cool voice acting.
You DO NOT need cs or any other mod for this map to work, I just made the paths in the .zip wrong!
I'll try to test it in Hl1.
mine is utter S*** compared to this
OMG
nice1.
+ textures
+ layout
+ ambience
+ scripted squences
+ realism
- cant really think of much!
- i couldnt plant the bomb take it you do need cs to run it
AWSOME JOB!!!
Would have got 5 stars but I got stuck in the wall a few times.
Turrets: need to add a trigger
buttons: wierd lighting effect, will fix
elevator: again, will fix soon
the big room: I just haven't added lights yet.
There are enough props around and weapon placement seems right. The map reminded me of some day of defeat maps (must be the rain and the rubble :D)
The only negative point I can see is that the orange-ish texture is imo overused throughout the map. Cubemaps turned out mostly well, but some of them look strange (in the area around the room with 2 staircases)
4.4/5
The wall blocks the solar panels from receiving any light. Pus that a wall suffices, no need for the fences anymore. Also, I could get stuck between the walls and the fences (odd turret placement there too, they didn't even work too).
Pressing buttons in guard towers to open a bunker access door doesn't make much sense to me. Oh, and let the player know what happened. The purpose of those buttons is unclear, you can't see what they do. They appear to do nothing when you press them actually.
The lighting is ugly. But I suppose you'll change that in a later stage.
The elevator is boring (it's slow and it's a long way down. Don't waste the players time, at least give him some interesting things to look at), and it doesn't fit well in it's environment. Why have a large cargo elevator when there isn't even room for such large cargo there? Those rooms are too small for that. Doesn't feel right.
Dark room, too bright glass, painfully flickering light and a bunch of zombies together with barney's? I'm not sure what to make of that but it's no good at the moment.
Conclusion: some improvements were nice, but there's still a lot to do. Don't forget about logic: several things in your map don't feel right. Why? Compare them to the real world: would they be done like that in reality?
For example, buttons are usually labeled to make their purpose clear. Buttons that control security doors are usually placed in security offices.
So... good luck with it!
Lighting is ok, it fits the map.
A thing about the crushing other players: it's a nice idea, but I wouldn't have found out really easily. It's not intuitively visible. I'd say put some spikes on that crushing platform, and maybe some wires that go back from the targets to the other players crusher. I think that makes the idea pretty well visible to players. Also put a glass wall between them or something, a bullet doesn't get stopped by thin air...
All in all, fun map, but could do with some improving.
Oh, and what about a 8-player version? There's 8 firing lanes...