Comments

Commented 19 years ago2005-09-05 15:12:21 UTC in vault item: ApartmentRats Comment #8881
I think it's for Hl1 and he used blushifts models1 But I'm not sure!
Commented 19 years ago2005-09-05 13:38:43 UTC in vault item: ApartmentRats Comment #8880
sry for double post but is that weapon teh dgl from cs? If the map is for cs maybe it should have the cs-logo :P
Commented 19 years ago2005-09-05 13:37:29 UTC in vault item: ApartmentRats Comment #8879
same for me. and fix the screenie, my eyes bleed
Commented 19 years ago2005-09-05 13:02:23 UTC in vault item: ApartmentRats Comment #8878
It takes me to paypal.com when I try to download :P
Commented 19 years ago2005-09-05 12:55:07 UTC in vault item: ApartmentRats Comment #8877
Software doesn't look bad like that in fact it doesn't look bad at all.(software I mean)
Commented 19 years ago2005-09-05 10:15:11 UTC in vault item: ApartmentRats Comment #8876
That's taken with "software".

He should have "OpenGL" on.
Commented 19 years ago2005-09-05 10:02:31 UTC in vault item: Mortar Labs Comment #8875
:/ better?
Commented 19 years ago2005-09-05 09:45:15 UTC in vault item: Threatening Skies Pre-Demo Comment #8874
Good! Oh yeah, the lighting was very dark and dreary :D
Commented 19 years ago2005-09-05 09:42:05 UTC in vault item: ApartmentRats Comment #8873
!!! Dude, what type of compression did you do for the snapshot !!!
Commented 19 years ago2005-09-05 09:40:19 UTC in vault item: Mortar Labs Comment #8872
Yeah, one of you better maps Saco ;) Good job!
Commented 19 years ago2005-09-05 08:33:06 UTC in vault item: ApartmentRats Comment #8871
Horribly pixelated! Have you seen minimicus for the idea is quite the same! A half-life rats map!
Commented 19 years ago2005-09-05 08:20:12 UTC in vault item: ApartmentRats Comment #8870
-of, *screenshot :>
Commented 19 years ago2005-09-05 08:19:21 UTC in vault item: ApartmentRats Comment #8869
very low quality of the screanshot.
Commented 19 years ago2005-09-05 08:14:32 UTC in vault item: Mortar Labs Comment #8868
no you can allways see everything through sky if there's a brush there.
Commented 19 years ago2005-09-05 07:15:18 UTC in vault item: Facility1dh Comment #8867
I wanted to make Facility once and tried using old pictures and it was good but I just felt it was not right...
So I stopped after I got to the tunnel bit in your picture...

i'll give yours a look later because I want to see if it's got that feeling...
Commented 19 years ago2005-09-05 06:04:08 UTC in vault item: Static Warehouse Comment #8866
Use a better screenshot, tweak brightness and contrast if you have to. A good screenshot usually guarantees the mapper more downloads, and guarantees the player a better looking map.
Commented 19 years ago2005-09-05 05:05:23 UTC in vault item: shotgun_canyon Comment #8865
it was to help poeple with the bunny hop and Shotgun kill. Basiclly a training map. but the RMFs are way high!! one of my worst maps.
Commented 19 years ago2005-09-05 02:27:26 UTC in vault item: Mortar Labs Comment #8864
The sky brush might be tuching the "empty brush"?
Commented 19 years ago2005-09-05 01:56:06 UTC in vault item: Justice Comment #8863
Hmm, this map has never crashed the game before, not from any playtesters. There might be something wrong with your game configuration or computer.

I have played this map more than fifty times, and it has never caused an error.
Commented 19 years ago2005-09-05 00:14:25 UTC in vault item: Lab17: SlimeLab Comment #8862
Just a quick response to what has already been said about this map.

I certainly do need to go back and do some more texture work (see my comment on "Quake" for an elaboration on this subject) and I will, at the same time, review the lighting in this level. It is, as noted by Kasperg, the pre-disaster version, so it should be pretty well lit (the occasional dodgy lightbulb notwithstanding ;-))
Commented 19 years ago2005-09-04 23:56:35 UTC in vault item: Lab17: Quake Comment #8861
Just a quick response to what has already been said about this map.

Yes, the interior of this level (Quake/SlimeLab) does suffer from a severe lack if texture differentiation. So, to an extent, does Flood/Storage. Basically I got to a point in building Storage that I just lost enthusiasm for picking textures, and basically did the whole warehouse area with the one texture. That carried through to this level, where it is a lot more noticeable, primarily because it extends through to much of the "standard-sized" corridors and rooms too. (I suspect it's not too bad in the large atrium-sized rooms simply because it's not so obvious and overpowering.)

Once I finish the level I'm working on now, I will go back and re-texture these levels to make them a little less monotonous...
Commented 19 years ago2005-09-04 23:33:41 UTC in vault item: Lab17: Storage Comment #8860
Just a quick response to what has already been said about this map.

First, I really want to thank Kasperg for his kind comments; they really were a nice boost to the old ego! :-)

Second, I feel that I should point out that where Seventh-Monkey had some difficulties is pretty much related to one of Daubster's complaints: some of the glass in my levels is really quite strong -- fair comment there! The glass in the window of the two security posts does break, and you need to break it to get into the security rooms to push the buttons which open the doors at either end of the bridge. Of course, the glass there is supposed to be strong -- it is, after all, tempered security glass ;-) -- but I shall probably go through all these levels and rationalise the various glass strengths to get a little more realism, and a little more consistency...
Commented 19 years ago2005-09-04 20:28:05 UTC in vault item: Justice Comment #8859
Uh.. used the crowbar on the shotgun combine, went into the cell block on the left, screen went blank and my machine locked up solid.
Commented 19 years ago2005-09-04 18:43:57 UTC in vault item: Deadly Cargo Comment #8858
okay. Starts inside the train now. That works better! :)

Perhaps this shouldn't be under Completed Maps as it needs work.

E.g., the textures in the yard need to be adjusted and sewn together.

The most noticeable thing is that the path the player is apparently supposed to follow isn't forced. I escaped, got down into the yard, got into the goodies area (behind the chain-link fence), killed the crabs and zombie and.. that was it. No way out (apparently). Players should never be trapped somewhere with no option but to reload or quit.

When I noclipped around, things started happening (combines, etc.). A lot of them were killed by something other than me. Shot each other, maybe? Didn't see any rebels.

In any case, if there's a sequence you want the player to follow, set up the map so the player has to go through trigger areas, etc.

Good start but needs some work, IMO. 3 stars.
Commented 19 years ago2005-09-04 17:52:59 UTC in vault item: Old Medkit Comment #8857
Thanks
Commented 19 years ago2005-09-04 16:22:21 UTC in vault item: Mortar Labs Comment #8856
getting into tower:Use gauss gun
And about that nulled room,there is nothing I can do about that.Thats sky_hack.Its the hl1 engine :(
Commented 19 years ago2005-09-04 15:25:34 UTC in vault item: Mortar Labs Comment #8855
ok how do you get into that tower without cheating?
When you look around from the tower you see a room in the bottom which is nulled (you can see the inside of it) Could use more textures, stairs look weird. Architecture needs a bit work. I'd like to give it 3.5 so it goest to 4.
Commented 19 years ago2005-09-04 15:11:37 UTC in vault item: Mortar Labs Comment #8854
there is a map type like DM so change it. HL is for SP maps.
Commented 19 years ago2005-09-04 15:01:11 UTC in vault item: Threatening Skies Pre-Demo Comment #8853
I think there is something wrong with the gamma on my monitor, it doesn't look that dark on my computer, but everyone else says its too dim on theres. Guess I should increase the brightness of the lights. And this is the Pre-Demo, the last tram drop-off is the last place in the demo. Don't worry, next version will have plenty of run around in it. Even some new voice acting.

But thanks for the support and notes, I take them all very seriously! And will implement accordinly. Thanks to everyone so far.
Commented 19 years ago2005-09-04 13:07:30 UTC in vault item: Mortar Labs Comment #8852
W00t. Im the first to dload!
Commented 19 years ago2005-09-04 11:28:05 UTC in vault item: Threatening Skies Pre-Demo Comment #8851
WOW! That was excellent!!! Man, the detail, the ambience, everything! I havent seen such skill at mapping for ages! The only problem was the fps at certain points :/ Anyway, excellent. Must have taken you AGES to map, hey!?
Commented 19 years ago2005-09-04 11:02:15 UTC in vault item: Unpluggable TV Comment #8850
thanks alot! This helped me finally understand how it worked
Commented 19 years ago2005-09-04 10:54:07 UTC in vault item: Threatening Skies Pre-Demo Comment #8849
5w337! C@N7 W8 2 P14Y!
Commented 19 years ago2005-09-04 04:27:19 UTC in vault item: Jasons Rock, My First Real Map Comment #8848
Hey, for a first map that was excellent! And no, im not trying to be nice, that was genuinly really good for a first map! Those tables where good, the lighting was interesting and the light fitting from the roof was very nice too. And also the elevator with the switch was clever. For a first map I give you 5 stars! Everyone else's first map was a one textured full-bright room with maybe a gun lying on the floor. This map actualy had detail and good lighting. Well done ;)
Commented 19 years ago2005-09-04 02:24:08 UTC in vault item: Deadly Cargo Comment #8847
the player start wasnt working so i put the origin where the player start was and the dont break all the crates outside of the train
Commented 19 years ago2005-09-04 01:50:11 UTC in vault item: Threatening Skies Pre-Demo Comment #8846
-the bottom of the elevator (at the bottom of the initial sequence) is coincident with the brush underneath it (the textures are overlayed)
-At the start of the 2nd map, the ceiling in front of the lab door is pretty low.
-anything supposed to happen in the lab door area with the hatch to the left in the dark?
-in the station, the gate on the trigger side doesn't drop down when the tram is triggered.
-tram stops at the next map transition after getting aboard. Maybe a fade-out, do the transition, fade-in? That could hide the slight drop you get when the new map loads also
-include the nodegraphs. I got a nodegraph rebuild at the start of several maps
-when the tram arrives at the last platform, nothing happens. Barney doesn't open the door, etc. I noclipped onto the platform and, after a minute or so, the scientist started his ai and conversation with Barney.
-in the tram tunnel: you put a lot of effort into the piston thing with the steam sprites. Bring up the lighting a bit so it can be seen better
-the doors of the tram are well-synced. nice job.
-everything is just a little undersized: hallways, doors, platform sizes, etc. Kind of hard to resize them all now, I know. Something to think about in further maps?
-good job with the opening/closing of various doors through which the tram goes. Good syncing of sound.
-the lighting at the last platform is dim compared with the illumination of the tram as looked at from the platform.
-the outdoor scenes are good: lighting, things to look at during the ride, etc.
-I'll run through it again soon
Commented 19 years ago2005-09-03 19:01:19 UTC in vault item: The Great Deathmatch Times Comment #8845
I think the concept was real good, and you put it togeather quite nicely. But the surrounding mountains are a bit the same...
Commented 19 years ago2005-09-03 13:57:04 UTC in vault item: Black Mesa Entrance Comment #8844
i haven't had much time to work on it lately (school)
Commented 19 years ago2005-09-03 12:19:58 UTC in vault item: dm_crete Comment #8843
ok... if i release the RMF, will you guys texture it? be my guest.

Made in 2 hours just for pure enjoyment, try it sometime.
Commented 19 years ago2005-09-03 11:37:12 UTC in vault item: Deadly Cargo Comment #8842
Something's amiss. The player start is on top of the concrete above the train, looking at a combine troop in midair, constant train sound with the train stationary, and able to see into the void.
Commented 19 years ago2005-09-03 10:11:53 UTC in vault item: Chapter 1 Comment #8841
Excellent horror map. Good use of minimizing the scary stuff, dim light, events happening with your back turned.

The stairs are a bit steep. Take a look at the angle used to build steps in real life.

4 stars
Commented 19 years ago2005-09-03 09:54:11 UTC in vault item: Radiation Damage Comment #8840
Just what I needed! :D
I'll download in on monday when I got my good computer. :)
Commented 19 years ago2005-09-03 09:52:34 UTC in vault item: Deadly Cargo Comment #8839
Looks intresting from the screeny, nice lightning.
I'll download it on monday (when I got my good computer! :D )! :)
Commented 19 years ago2005-09-03 09:23:58 UTC in vault item: Unpluggable TV Comment #8838
Uhh,, it is using a func_breakable_surf, on the top part, the small one breaks like a HL1 window.
Commented 19 years ago2005-09-03 09:19:22 UTC in vault item: Magasan a legjobb Comment #8837
Hmmm, I don't think it's that very good.
Repetive textures, and I couldn't get out of one of the elevators.
And one of the doors is way too big.
Commented 19 years ago2005-09-03 04:55:44 UTC in vault item: Radiation Damage Comment #8836
Pretty basic stuff.

But basic is good + it's a example map.

Nice! :)

Keep it up! :D
Commented 19 years ago2005-09-03 04:35:04 UTC in vault item: Deadly Cargo Comment #8835
enviroment looks so small for 3 combine cops...
Commented 19 years ago2005-09-03 04:15:38 UTC in vault item: dm_crete Comment #8834
very very cool lighting and a smart idea using only 1 texture.

but with only one texture there is only one question... why?
Commented 19 years ago2005-09-03 03:16:12 UTC in vault item: Unpluggable TV Comment #8833
for the 'dynamic' window, would it not be ten times easier to just use a func_breakable_surf?
Commented 19 years ago2005-09-03 01:36:17 UTC in vault item: Old Medkit Comment #8832
Very nice map, I'm glad to see that you liked my idea about the medkit, but yours was much cooler, the architecture was good too.