Comments

Commented 19 years ago2005-09-13 12:28:28 UTC in vault item: Arcane Comment #8983
Yeah... It's only three textures. The lighting is only a single environment light entity, but i made the platform a func_wall and for some reason they lit up sweetly. My inspiration for this was the arcane sanctuary from Diablo II act II meets painkeep's famous PKN9 map. Anyway the sequel will probably be the same setting, only bigger and more "arcane."
Commented 19 years ago2005-09-13 08:26:12 UTC in vault item: Arcane Comment #8982
:D

single texture! YAY!

it's nice. I dunno though, lack of cover? mehbeh
Commented 19 years ago2005-09-13 06:37:55 UTC in vault item: Arcane Comment #8981
yep, look at the top right of the screenie, you can see lighting in there.

anyway d/ls ill review in a min
Its very VERY good for a first map. seriously!

I tested it with my sister (booya! a sister who plays online games! yas!) and gameplay was very funny... but it also lacked a lot..
As far as i could see, the whole map was made out of no more than 3 textures but i believe only 1.

..it just seemed.. empty.. even with gibbed player model's guts flying around :)

so.. yeah.. good, could be a lot better. but an extremely good start.

BRING OUT ARCANE II
Commented 19 years ago2005-09-13 06:08:19 UTC in vault item: Arcane Comment #8980
Can't be full bright for it has shedows! lol
Commented 19 years ago2005-09-13 04:53:26 UTC in vault item: Dead labs Comment #8979
UPDATED!!!
Commented 19 years ago2005-09-13 00:06:41 UTC in vault item: Arcane Comment #8978
Hey, is this full-bright, or is it just my imagination?
Commented 19 years ago2005-09-12 21:54:39 UTC in vault item: Arcane Comment #8977
This is my first completed original map. It's small, but I tested it with my dad and my brother on a LAN and it makes an excellent bloodbath style arena for two or three people. I'm working on a few other projects right now, but I hope to have an ArcaneII soon. This one will have moving platforms and more advanced triggers. Enjoy!
Commented 19 years ago2005-09-12 20:59:12 UTC in vault item: Dead labs Comment #8976
ok well soon this will be updated and the bodys will be turned i just learnt how to do that after i put this up it will be longer :D
Commented 19 years ago2005-09-12 16:47:50 UTC in vault item: Fan Light Trick Comment #8975
Thanks. It would look a lot better darker, on reflection, but it's an example, not a real map :).
Commented 19 years ago2005-09-12 16:32:20 UTC in vault item: Fan Light Trick Comment #8974
What?s all this crap about this being crap ? Vety creative, looks really good, i think that if the room wasn?t so bright it would look much better...

Nice, really nice
Commented 19 years ago2005-09-12 15:48:01 UTC in vault item: barrel_o_grunts Comment #8973
to get lighting exactly the way you want it, use the light entity (as well as "light" textures) I can't dl it now, but looks like fun!
Commented 19 years ago2005-09-12 13:30:37 UTC in vault item: Black Mesa Entrance Comment #8972
damn tunnels. i've almost completely remade this map about 3 times. i'll update it soon
Commented 19 years ago2005-09-12 13:05:43 UTC in vault item: PacManHL Comment #8971
PACMAN WINS!
Commented 19 years ago2005-09-12 12:43:01 UTC in vault item: Dead labs Comment #8970
Nice improvment!

-You used thin walls(only 4 units or something like that) I noticed it in the corridor before the room with the enemies. Try using 8 size grid(and walls) then you will probebly avoid most leaks And it doesn't metter how thick the wall is ingame for the parts that are open to the void or will be covered by another world brush wont be rendered anyway.
-All the bodies head torword one direction.(0) In the pitch yaw roll value you'll see three zeros. Insted of the second one write the desiered angle or if you're using hammer 3.5 move the upper dail in the direction you want the body to head to.
-Really short. But it's okey for it's only your second map and it's unfinished.
-You haven't applied any textures. Learn how to use the texture application tool.(tutorial called "texture application") This is seen when you look at the lamps, they are textured with a lamp texture on all their sides and the botom texture doesn't fit.

-/+This map had the exect mesuare of bulltes. I missed those annoying baby headcrabs many times!
-/+You didn't used carving/hollowing which is seen on the walls that doesn't always look like one pice and little bumps. The stuff that proved it are bad and should be removed. You can avoid those stuff if you'll use thicker walls!
-/+The gameplay and layout are much better. No more senceless fighting aginst thousand of grunts crammed in a small room.

+You used texture lights!!(the bevrige mechine) But for the lamps you used light entities.
+Lightning is much better. A little flickering lights and the light from the bevrige mechine makes that room look nice!
+You edited the prefabs!! Some are rotated and some are broken.
Commented 19 years ago2005-09-12 11:19:27 UTC in vault item: barrel_o_grunts Comment #8969
So you're making dust with as_tundra textures? ;P
Commented 19 years ago2005-09-12 09:44:49 UTC in vault item: Dead labs Comment #8968
try to ignore th halls im not very good with them
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Commented 19 years ago2005-09-12 09:24:49 UTC in vault item: barrel_o_grunts Comment #8966
:) ive got a sample of my new one dead labs try it out
Commented 19 years ago2005-09-12 09:18:00 UTC in vault item: barrel_o_grunts Comment #8965
I won't review, just tell you, what you should keep in mind before going on.

1. Architecture. Try making the areas more realistic. Those corridors were very blocky and those soda machines were too big. Always imagine, how the areas would look in real life and try your best to make it that way. Have a look at the clipping tutorial, that shoulg get you started on the right foot.

2 Texturing. Good texturing is when random textures fit together. You must combine texturing with architecture to make a nice looking map. If you used the lab taxtures in one area, then you shouldn't use silo and babtech textures in another area, just behind a door. That doesn't look logical. Try combining textures that would look logically. Imagine yourself in the map and think, what you would want to see there.

3. Ambient sounds. Ambience is one of the most important things, for atmosphere. The player must feel like he's really in your map. Choose ambient sounds carefully, select their volume, use env_sounds to make the player "feel" the atmosphere of the map.

4. Lighting. Another important part of atmosphere. Lighting must fit the theme. Don't make it too dark in DM or CS maps, cause that makes it harder to play. Use different colours of lights, combine it with texturing and your map will look like you want it to look like..

5. Layout/Gameplay. Layout is most important in deathmatch maps, although it's also important in singleplayer. In deathmatch - you must make the map with multiple paths to the goal and other main areas. In singleplayer you must make the layout easy enough for the player to orientate in, but not too simple to become boring.
As for gameplay - it's mostly in weapon placement in deathmatch maps and depends much on layout. In singleplayer - you must combine the weapon placement with monster placement. You don't want the player to be stuck with a few bullets fighting against an army.. (like in your map) ;P Gameplay must be challenging, but not too hard. It the gameplay is too hard, the player will usually turn some cheats on and that will ruin his impressions on your map.

8. Idea. Two words for this: Be original!!
If we're talkin bout CS maps then not much ppl like de_dustathon992,3k or cs_italy26carnage. Don't remake maps. That's lame, imo. Always try thinking of something new, original and acceptable for the player.

Good luck with mapping. :)
Oh and btw - i rated your map 3 stars, coz it's a 1st try after all.. ;)
Commented 19 years ago2005-09-12 03:52:22 UTC in vault item: Canyon Warehouse Comment #8964
I've used a few func_walls to have less r_speeds, but those hills still eat a lot of polys. And the main problem was, that I couldn't make the vis process, because when I made that, te editor crashed. So I only made csg, bsp and normal rad. Sorry, but that was the onmly way to make it work...
Commented 19 years ago2005-09-12 00:54:07 UTC in vault item: barrel_o_grunts Comment #8963
It's nice to see Captain P back in action again, tutoring the young mappers like the Yoda on the Jedi Council.
Commented 19 years ago2005-09-11 18:29:57 UTC in vault item: barrel_o_grunts Comment #8962
Not really a playable map but hey, it's your first creation...
Just continue mapping, take a look at some good maps for reference (search for a site called TenFour reviews and download some of the best mods there) and maybe you'll get some insight in what makes a level fun to play.

Some tips:
  • more enemies doesn't mean more fun. Use them wise and with care. Enemies and hazards are sometimes used only to add athmosphere or to keep a player alert, not even to give the player combat. There's more to enemies than just mindless fighting machines.
  • combat should challenge a player, not leave him frustrated. Playtest your maps often to see if they don't get too easy, or too hard. A map should be beatable even without knowing what comes next. It might be wise to ask a fellow mapper to playtest your map and give feedback before you release it.
As for the technical side of it, let me just add this: working with Snap to Grid on makes your maps cleaner and it's easier to avoid leaks that way with a gridsize of 32 or 64. For details, you can always switch to other grid sizes with the [ and ] keys.

Keep it up.
Commented 19 years ago2005-09-11 13:07:20 UTC in vault item: barrel_o_grunts Comment #8961
http://twhl.co.za/tutorial.php?id=51 -Read this tutorial it will help you with lightning! ;)
Commented 19 years ago2005-09-11 12:13:39 UTC in vault item: barrel_o_grunts Comment #8960
was going to update the map but i had to scrap it , it had a leak i couldent find it
Commented 19 years ago2005-09-11 11:32:42 UTC in vault item: barrel_o_grunts Comment #8959
yea elon pointed that out before about the flickering i just thought that would add to the challenge kinda part and im fixing most other parts at the moment
Commented 19 years ago2005-09-11 11:10:19 UTC in vault item: barrel_o_grunts Comment #8958
Okay, after playing, here some points im gonna give you. Starting with the good ones.

The texturing in some places (not realyl that many) was fine. And a nice use of prefrabs. And the lighting in the office areas was nice.

Bad points-

Everything was either too cramped (corrindors) or too large (those office rooms)
Too many grunts, and the flickering lights did NOT do any good. My eyes still water from the pain of all the flashing and such.
You need to add more detail to your lighting, basically make it look like the lights comming from somewhere. And not just from thin air.

Overall, i thought it was nice for a first map. Well done! 3 stars!

Oh and a bit of the AAAtrigger texture is showing.
Commented 19 years ago2005-09-11 11:07:59 UTC in vault item: barrel_o_grunts Comment #8957
oh yea i remeber forgot to fix the aaatrigger texture to sumthing else
hopefully my next map will be better
Commented 19 years ago2005-09-11 11:04:11 UTC in vault item: barrel_o_grunts Comment #8956
And when the door opens you can see a brush that you textured it with the aaatrigger. :|
Commented 19 years ago2005-09-11 11:03:22 UTC in vault item: barrel_o_grunts Comment #8955
And I forgot that every brush had only one texture on it which isn't that bad for starters.
Commented 19 years ago2005-09-11 11:02:16 UTC in vault item: barrel_o_grunts Comment #8954
-Decal on the wall(storage area)is unreadable. Use the texture application to to fix it, aglain the wall's texture to face.
-The door is to close to the wall's end so when it opens the wall on the room with the H.E.V suit looks strange.
-Really short
-I only meneged to kill half of the grunts and then I ran out of ammo so I tried to take some from the grunts. More ammo.

+/-Used only prefabs for details and you even didn't rotate them.
+/-Lightning is boring but not fullbright.
+/-You used carving. It's ok if you're a begginer.
+/-No artitecture

+The monsters are patrolling

This map is quite nice for starters but you need to learn alot.
Commented 19 years ago2005-09-11 11:01:45 UTC in vault item: barrel_o_grunts Comment #8953
oh ok thanks
with the rooms do you think they are tall enough or should i make them smaller?
Commented 19 years ago2005-09-11 10:53:40 UTC in vault item: barrel_o_grunts Comment #8952
cool thanks

with the charger it would be 2 small if i made it closer to the wall and i dont know how to put lights on the ceiling =(
Commented 19 years ago2005-09-11 10:45:01 UTC in vault item: barrel_o_grunts Comment #8951
thats the challenge but remember its my first and i admit its bad
Commented 19 years ago2005-09-11 05:01:53 UTC in vault item: ApartmentRats Comment #8950
I mean the zip
Commented 19 years ago2005-09-10 21:58:43 UTC in vault item: Halo UNSC Scorpion Tank Comment #8949
func_hover???? is that for spirit?
Commented 19 years ago2005-09-10 16:49:46 UTC in vault item: ravine Comment #8948
looks cool, but uses custom wads so I cannot run it.
Commented 19 years ago2005-09-10 16:39:24 UTC in vault item: Canyon Warehouse Comment #8947
Very nice! About the canisters in that fence, just use a clip brush on top. Unless of course you intended to have curious players get stuck there. The only other problems I encountered were R_speeds and that many of the weapons on the floor were basically unlit and black (could just be my PC). But the R_speeds got up to almost 2000 wpolys in certain areas such as outside where the RPG is on the wooden platform.
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Commented 19 years ago2005-09-09 16:12:23 UTC in vault item: Halo UNSC Scorpion Tank Comment #8945
and func_hover for hovering effects ;)
Commented 19 years ago2005-09-09 14:26:46 UTC in vault item: Timefall (SP Mod) Comment #8944
Thanks ZombieLoffe
For the extra mirror and for you give Timefall little space on your server.
Tlax
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This comment was made on an article that has been deleted.
Commented 19 years ago2005-09-08 18:10:50 UTC in vault item: Timefall (SP Mod) Comment #8941
Mirrored here...
http://m0px.net/zl/files/Timefall.rar

Great map (mod?) - if you haven't tried it already.. do it.
Commented 19 years ago2005-09-08 16:19:50 UTC in vault item: Mortar Labs Comment #8940
hold on,I ll make this map larger soon.
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Commented 19 years ago2005-09-08 15:29:39 UTC in vault item: Tension Comment #8938
If anyone in the past has had an issue with the map crashing, please download it again. I FIXED THE PROBLEM and the map is now 100% playable and crash-free.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.