Commented 19 years ago2005-09-02 16:58:20 UTC
in vault item: dm_creteComment #8829
Quite nice! Even though it uses one texture, the important thing in this map is lighting. Different colors and contrast supply the richness and variation that in other maps are done with textures. It kind of reminded me of my map "Floating Point" in that sense There are nice jumping puzzles, some of them similar to things you can find in the first Tomb Raider. Gameplay would surely be affected by this, sometimes negatively as you would often get killed while doing some careful jump... R_speeds are indeed very high, but these days we dont really notice. The light_spots placed under each item might be too numerous, but I remember when you told me about the difficulty to find things in my map "Guardian". Some brushes should definately be func_walls, but this is still a very nice map.
Commented 19 years ago2005-09-02 12:24:59 UTC
in vault item: TowersMK2Comment #8821
+Architecture Yeah thanks! I got my Inspiration from the CombineCitadel and wanted to bring some combineatmosphere into HL1, with the normal textures. +Layout, Wpn placement and Lightin are points I've got to work on. +Detail and Ambience are a little bit tricky 'cause the vast size of the Tower make every additional brushes push the r_speeds and compiling also; allocblock_full-> unsufficient memory space. Thanks again, for your review.
Commented 19 years ago2005-09-02 09:02:18 UTC
in vault item: TowersMK2Comment #8819
My review: ******** + Architecture. Very good. That tower looked great. I also liked the bunkers. Could have used more detail tho. + Layout. It was ok. 2 bunkers, a tower which is great to snipe on. ****************** +/- Gameplay. It would be ok, but the wpn placement was a lil wrong. There was ammo everywhere, but not enough wpns. +/- Lighting. A lil boring.. : ************************** - Texturing. The textures were either too repeating or too small in some places. I suggest re-texturing the bunker and the tower with different textures. - Ambience. No ambient sounds.. The map could have used some... *************************** In total - not bad. I assume this is unfinished if you put it in the unfinished vault. I'd say this is a good DM map - just needs a lil more work...
Commented 19 years ago2005-09-02 05:55:34 UTC
in vault item: kat_shottyComment #8816
My review: *********** + Gameplay. I think that this would play great. + Layout. It's a lil big for a shotty map, but since there are no big openings, it's great. ************* +/- Texturing. The textures are a bit repeating... I gave +/- just because there was some graffiti on the walls. +/- Architecture. No detail, except those error signs (?). Although detail isn't very needed for such maps. **************** - Lighting. It's just plain BORING. The same lights all over the map. Needs work here. ************************ In total - the gameplay would be great. And because this is a shotty map, detail, or some special architecture isn't needed too much. (this doesn't mean that you shouldn't add some tho.). Good work!
I'm all for people releasing RMFs, and long may it continue. However, habboi, you'll notice the HL1 icon on this. Thanks for wasting 1.4mb of my dialup life. So I can't comment/rate it, only whine at you at length...
Commented 19 years ago2005-09-01 10:12:33 UTC
in vault item: TrainComment #8811
Well if this is 30% done then it's quite ok. You should work on the texturing al lil more. Stretch the textures in large areas, try making your textures fit together. The architecture wasnt bad, you could try adding some ambience too..
Commented 19 years ago2005-09-01 01:12:23 UTC
in vault item: JusticeComment #8808
I made the changes mostly for people who have never played the map before. There were some major gameplay flaws in the last version, and I couldn't stand having them linger around forever.
Commented 19 years ago2005-08-31 14:20:16 UTC
in vault item: Black Mesa EntranceComment #8804
i thought you always detested prefrabs Elon? Kinda confusing you want to hand em out...
If you want to change the train, you should build it on the black mesa model (use the textures as a guideline ) so that it fits with the black mesa theme
Commented 19 years ago2005-08-31 03:16:44 UTC
in vault item: cs_destructionComment #8793
My review: ************** + Lighting. I liked the greenish theme. *************************** +/- Architecture. some objects were good, but the map was a lil blocky. +/- Texturing. It was alright, but the outside of the houses looked terrible. ******************************* - Layout. The hostages are too far from each other, that makes the map T friendly. I didn't like those streets, blocked by wooden fences. VERY unrealistic.. - Gameplay. It's bad because of the layout. - Ambient sounds. Add some. ******************************** Well in total - this map isn't a masterpiece, but it's ok. You should work more on gameplay and realism, and you'll have a great map.
Commented 19 years ago2005-08-30 18:16:06 UTC
in vault item: cs_destructionComment #8791
Thanks for your comments Onslaught, by the way, I tought that the layout is crap...I'm happy that you think it's not. And I used the night sky for it, at least I typed it in the map properties, but it dosen't seem to work, I don't know what's the problem with it.
Repetive textures, and I couldn't get out of one of the elevators.
And one of the doors is way too big.
But basic is good + it's a example map.
Nice!
Keep it up!
but with only one texture there is only one question... why?
Even though it uses one texture, the important thing in this map is lighting. Different colors and contrast supply the richness and variation that in other maps are done with textures.
It kind of reminded me of my map "Floating Point" in that sense
There are nice jumping puzzles, some of them similar to things you can find in the first Tomb Raider. Gameplay would surely be affected by this, sometimes negatively as you would often get killed while doing some careful jump...
R_speeds are indeed very high, but these days we dont really notice. The light_spots placed under each item might be too numerous, but I remember when you told me about the difficulty to find things in my map "Guardian".
Some brushes should definately be func_walls, but this is still a very nice map.
Nice map though!
+ Light
+ Weapon placement
+/- Gameplay
- 1 texture
+Architecture
+Using 1 Texture
+Lights
+Weapon Placement
but i didnt like the gameplay somehow,it looked pretty boring to me with 1 texture.
Yeah thanks! I got my Inspiration from the CombineCitadel and wanted to bring some combineatmosphere into HL1, with the normal textures.
+Layout, Wpn placement and Lightin are points I've got to work on.
+Detail and Ambience are a little bit tricky 'cause the vast size of the Tower make every additional brushes push the r_speeds and compiling also; allocblock_full-> unsufficient memory space.
Thanks again, for your review.
:downloading:
********
+ Architecture. Very good. That tower looked great. I also liked the bunkers. Could have used more detail tho.
+ Layout. It was ok. 2 bunkers, a tower which is great to snipe on.
******************
+/- Gameplay. It would be ok, but the wpn placement was a lil wrong. There was ammo everywhere, but not enough wpns.
+/- Lighting. A lil boring.. :
**************************
- Texturing. The textures were either too repeating or too small in some places. I suggest re-texturing the bunker and the tower with different textures.
- Ambience. No ambient sounds.. The map could have used some...
***************************
In total - not bad. I assume this is unfinished if you put it in the unfinished vault. I'd say this is a good DM map - just needs a lil more work...
Revenge eh? >:)
Yay! I'm going to be a movie star!
Why did you had to release the dancing alex? why?
Other then that. Nice!
Man I'm so going to take revenge madcow.
Freshed makes madcow the main person in his movie
***********
+ Gameplay. I think that this would play great.
+ Layout. It's a lil big for a shotty map, but since there are no big openings, it's great.
*************
+/- Texturing. The textures are a bit repeating... I gave +/- just because there was some graffiti on the walls.
+/- Architecture. No detail, except those error signs (?). Although detail isn't very needed for such maps.
****************
- Lighting. It's just plain BORING. The same lights all over the map. Needs work here.
************************
In total - the gameplay would be great. And because this is a shotty map, detail, or some special architecture isn't needed too much. (this doesn't mean that you shouldn't add some tho.). Good work!
I'd copy it to disc and drive over to your house if it was HUGE
cluttery?
If you want to change the train, you should build it on the black mesa model (use the textures as a guideline ) so that it fits with the black mesa theme
Ahem Rabid
I merely copied you because you too put yours in completed so I just assumed the same...
Right?Captain P
**************
+ Lighting. I liked the greenish theme.
***************************
+/- Architecture. some objects were good, but the map was a lil blocky.
+/- Texturing. It was alright, but the outside of the houses looked terrible.
*******************************
- Layout. The hostages are too far from each other, that makes the map T friendly. I didn't like those streets, blocked by wooden fences. VERY unrealistic..
- Gameplay. It's bad because of the layout.
- Ambient sounds. Add some.
********************************
Well in total - this map isn't a masterpiece, but it's ok. You should work more on gameplay and realism, and you'll have a great map.
-Fullbright
-hollowed cube with the same texture on all it's sides
-no artitacture
2/5 stars