Commented 19 years ago2005-09-20 18:21:20 UTC
in vault item: awp_constructionsComment #9084
+nice architecture, if not a little blocky in spots. -maybe could use some more fine detail items... -There are some 'sticky' points in the map, like by the stack of pipes--which looked nice btw ;). Try running '-cliptype precise' command under CSG to try to fix this. Check here: http://www.zhlt.info/settings-for-final-compiles.html for more info. +bodies Rool of course! +nice texturing
Commented 19 years ago2005-09-20 18:19:20 UTC
in vault item: mp_den_castleComment #9083
Wow this map was way better than I expected it to be from the screenie!
The texturing and architecture leave much to be desired, but everything else is pretty cool imo.
+Love the train! +Awsome layout imo--like a ride at Disney +what were those purple things? sprites? paths? func_rotating? +draw bridge and moat! +train rails were quite well constructed.
This map is neat, and refreshingly different, but it could be much better!
Commented 19 years ago2005-09-18 18:50:09 UTC
in vault item: de_dollsComment #9068
Very nice map. Great custom textures and interesting layout. Do you know where I could find good tutorials for making custom source textures? The tutorial in this site doesnt tell you how to add different shader properties, etc. but you see to know how...
Commented 19 years ago2005-09-18 08:07:04 UTC
in vault item: DetentionComment #9061
Thanks for the comment, rowley.
The map lacked detail because I was working towards a deadline, and there wasn't much time left. But it's a good thing to mention the landmark function of them. Nowadays I try to give seperate area's of my maps a slightly different theme or function to let players know where they are. And yeah, detailing things to give them more character helps greatly there.
ok it was alright for a start but i dident get to see much due to you not running vis and my own troubles wil the tram (spins out of control) i would like to see an update soon
Finally dl'd and ran this map. Ran it up to 1024x768 in OGL when it started to drop frames. Dx is okay all the way up and really shows off the texturing.
Commented 19 years ago2005-09-17 20:43:01 UTC
in vault item: DetentionComment #9052
K. Tried it out and I must say it's quite impressive imo.
+Love the intricate and not to mention huge layout. Well thought-out, fluid, looks nice, especially up top imo. +r_speeds are almost nonexistent for a map of this size...great performance +Stairs look great and are elegantly designed imo, albeit a little steep. +I'm a noob at lighting, but it looked fine afaik. -The Architecture and Texturing are fine, if not a little boring. If you broke it up more with stuff like the holes in the wall, or some grafitti, blood splatters, etc. -maybe a little more detail in other places like Antenna array on roof, toilets and sinks and food cup in the accessible cells, etc.
To sum up, a nicely done map in all respects, except it could do with some more fine detail items, and stuff to break up some areas, so you can tell exactly where you are at any time.
"Oh there is the human remains, and vomit stain...I must be on the right side of level 2..."--which would all be appropriate for a prison, mind you
Commented 19 years ago2005-09-17 02:50:09 UTC
in vault item: Facility1dhComment #9046
Ok, I've tested the map out. Overall, not bad, but definately room for improvement.
Good Points:
Very faithful to the original map
Some neat touches: blowing up lights, the fire alarm
Decent weapon placement
Bad Points:
Too faithful to the original map. It needs to be given more detail!
In the large rooms with the cylinders, you used model textures, which is why they come out in all different colours. Model textures usually have "prop" or similar in their name
Some dubious mapping techniques (doors are too large, stairs look a little strange
Overall, you've improved substantially. Also, a suggestion: use a shader on the mirror instead of using the old reflection technique. 2 and a half stars, 3 to round it up. Happy mapping!
You ist gut
One thing fullbright -> BAD.
I liked the details!
Im giving you a 3 of 5, just for motivation to be better ^^
Good luck!
-maybe could use some more fine detail items...
-There are some 'sticky' points in the map, like by the stack of pipes--which looked nice btw ;). Try running '-cliptype precise' command under CSG to try to fix this. Check here: http://www.zhlt.info/settings-for-final-compiles.html for more info.
+bodies Rool of course!
+nice texturing
The texturing and architecture leave much to be desired, but everything else is pretty cool imo.
+Love the train!
+Awsome layout imo--like a ride at Disney
+what were those purple things? sprites? paths? func_rotating?
+draw bridge and moat!
+train rails were quite well constructed.
This map is neat, and refreshingly different, but it could be much better!
So stick it in you maps and start a MP game.
d/l
My next map is nearly ready to submit, it'd be here a whole lot quicker if it didn't take 10mins to compile everytime!
fluffy...
...
Please update this and include the hottie next time!
http://ipa.buffalostate.edu/~rowleybob/pink 006.zip
Is he a legend folks?
The map lacked detail because I was working towards a deadline, and there wasn't much time left. But it's a good thing to mention the landmark function of them. Nowadays I try to give seperate area's of my maps a slightly different theme or function to let players know where they are. And yeah, detailing things to give them more character helps greatly there.
+ layout
+ variation (multiple teleports)
- lighting
- textures (flooring) walls are coool!!!!!
Excellent, excellent work.
..except.. all the cars are going the wrong way..
+Love the intricate and not to mention huge layout. Well thought-out, fluid, looks nice, especially up top imo.
+r_speeds are almost nonexistent for a map of this size...great performance
+Stairs look great and are elegantly designed imo, albeit a little steep.
+I'm a noob at lighting, but it looked fine afaik.
-The Architecture and Texturing are fine, if not a little boring. If you broke it up more with stuff like the holes in the wall, or some grafitti, blood splatters, etc.
-maybe a little more detail in other places like Antenna array on roof, toilets and sinks and food cup in the accessible cells, etc.
To sum up, a nicely done map in all respects, except it could do with some more fine detail items, and stuff to break up some areas, so you can tell exactly where you are at any time.
"Oh there is the human remains, and vomit stain...I must be on the right side of level 2..."--which would all be appropriate for a prison, mind you
I know it's a waiting room. But that doesn't really fit in a bunker (unless it's a dictators bunker - this seems more like a field bunker).
The next map I'm drawing up is de_actionmen, a similar sized map themed around a little boys room.
Best. Rats-Style-Map. Ever
Good Points:
- Very faithful to the original map
- Some neat touches: blowing up lights, the fire alarm
- Decent weapon placement
Bad Points:- Too faithful to the original map. It needs to be given more detail!
- In the large rooms with the cylinders, you used model textures, which is why they come out in all different colours. Model textures usually have "prop" or similar in their name
- Some dubious mapping techniques (doors are too large, stairs look a little strange
Overall, you've improved substantially. Also, a suggestion: use a shader on the mirror instead of using the old reflection technique. 2 and a half stars, 3 to round it up. Happy mapping!