Commented 19 years ago2005-08-24 12:10:30 UTC
in vault item: LavaLab: EruptComment #8684
It's the same lavalab without the outoor area... I don't have anything new to say... Just read the lavalab review. And one more thing for both lavalab and lavalab_erupt. MAKE THE DARN GLASS WEAKER!! I shot like 3 crossbow mags into the dam thing until it broke!! >:|
Commented 19 years ago2005-08-24 12:03:07 UTC
in vault item: LavaLabComment #8683
W00t! Mapvault spam!! Review: ********* + Layout. Lots of interesting places to go, those glass catwalks - all cool. + Gameplay. Good wpn placement, some secret areas with wpns. + Ambient sounds. + Texturing. Nothing special here, just that it looked ok. ********************** +/- Architecture. Looked good in some areas, but you used too much repeating prefabs and the cliffs were rather blocky. ************************* It's a good HLDM map, all it needs is a lil more work with architecture...
Commented 19 years ago2005-08-24 11:03:35 UTC
in vault item: Lab17: QuakeComment #8680
Very nice. A few corridors are pretty much untextured, and there are still more of those nasty sofas, but the map in general is excellent. Very nice beds. Lots of traps and li'l puzzles. The only architecture I would criticise are the rather thin walls in a couple of places.
Commented 19 years ago2005-08-24 10:55:07 UTC
in vault item: Lab17: StorageComment #8679
Hm, the layout seems rather confusing. There appear to be two completely seperate areas, and once you've entered either of them, you can't get out until another player comes in; then you can sneak through the doors before they shut.
Some of the corridors are rather plain, and there are some vents which are agonising to crawl through, but it's mostly nice. Still some nasty cheap furniture dotted around. Very tidy, though. I'll say... four stars.
Commented 19 years ago2005-08-24 10:37:36 UTC
in vault item: LavaLabComment #8678
A nice layout, with enough ways to get from place to place without becoming confusing. The textures are all tidily applied and in appropriate places. While the HL prefabs did make it seem like an HL map, they were a little over-used, and the fifties seats particularly looked rather dubious ? don't be afraid to use custom textures.
There's quite a bit of nice architecture, but a few sections where it decends into right-angle-dom, which is a pity.
Commented 19 years ago2005-08-24 09:49:43 UTC
in vault item: Lab17: StorageComment #8677
I am at a loss of words to describe this map. To put it in a single sentence: Pete (the author) should have been part of the vALVE or Gearbox team and the games would have been even better. I must say that while this map does not excel in a particular area (like bruswork, texturing, sounds etc), it is as a whole that mis map really works. Like I have mentioned before in the site's forums, there are different levels at which a map should work: Theme, Layout and detail. In this map, detail is nice. I cant talk about the layout since I havent playtested it with people. The theme is outstanding, and a lot of imagination has been put to it (something which is sometimes lacking in maps). I'm looking forward to "Necropolis: Mausoleum". You got yourself a fan.
Commented 19 years ago2005-08-24 09:35:21 UTC
in vault item: LavaLab: EruptComment #8676
I'm rating this map after having played the first lavalab. This version has the good brushwork of the original, but like the description says, it's much smaller. Access to the outside area has been cut, as everything around the lab seems to have been flooded with lava. While the intention is good, the post-disaster elements (decals, sparks, lighting) arent enough to replace the original freedom we had with the other map. Judging it by itself, it's still a good map.
Commented 19 years ago2005-08-24 09:25:19 UTC
in vault item: Lab17: FloodComment #8675
Good map, although not as good as other versions of lab17 like the quake one. The map is indeed dark but perfectly playable. Glimpses of the outside cave and secret ways to gain weapons and ammo make this map a good addition to the Lab17 series. There is an issue that some people usually complain about. Some mappers solve the problem of big empty spaces filling them with crates. It is usually frowned upon, but in this map there is a good variation in their size and textures, and they actually have other purposes other than taking up space. Think about the official map Stalkyard. Crates made it fun!
Commented 19 years ago2005-08-24 09:15:42 UTC
in vault item: Lab17: SlimeLabComment #8674
Layout and architecture are two of the many strong points in this map. A lot of attention has been put to detail with a very good result, specially in the most important rooms of the lab. The outside unreachable areas give us the feeling that this is all part of a bigger world, and it makes this and other maps so much better. It could be a bit brighter (Since this is the pre-disaster version) and have more texture variation, but it's still a very solid map. Nice work.
Commented 19 years ago2005-08-24 09:08:12 UTC
in vault item: Lab17: QuakeComment #8673
Fantastic map. The quake damage in the map is very nicely done. Architecture and layout are more than interesting, specially in the bigger areas of the map. Gameplay is distributed in different levels, and this is one of those maps where you can use all your skills with them (good places for shotgun, RPG, etc) The lighting and sounds in this map are great, reminding us of the HL post-disaster atmosphere. The only two minor things I could point out would be that one of the textures seems a bit overused (walls and ceilings at the same time) and some dark areas would be better suited for a singleplayer map. 5 stars anyway.
Commented 19 years ago2005-08-24 09:02:33 UTC
in vault item: C2 BreachComment #8672
Thanks freshed! I just figgured a little problem. The physical explosion wich is behind the door needs to have less power, else, other people that not even is close to the door will die. I don't know, but I'll put down some research. So.. Update comming soon!
Commented 19 years ago2005-08-24 08:58:54 UTC
in vault item: LavaLabComment #8671
Great! This map is neatly textured, and it has an interesting layout that flows between different floor levels, as well as an outside area. The prefabs are perfectly scaled and very detailed (some are better than the HL defaults), and sounds add to a great ambience. Some large areas of the map could have been a bit more detailed, but it's possible they are not because of r_speeds control, which is good. Some of the sofa textures from the "fifties" texture set didnt quite belong in the lab theme, but they were still nice.
Commented 19 years ago2005-08-24 03:00:27 UTC
in vault item: cs_heistComment #8666
Much nicer than de_outpost: better texturing and lighting by far.
+ Excellent architecture in general; nice detail. Looks convincing. + Most textures (the walls, for example, fit well, but the sofas look terrible with them). - A lot of stuff feels too big. Look at those police cars. You could stand tall in one. Careful with scale.
You should definitely use more custom textures. That ? and dropping the prefabs and adding proper details yourself ? could have you making good four- or five-star maps in my opinion. Keep it up.
Another three stars; the texturing and scale let it down.
Commented 19 years ago2005-08-24 02:53:29 UTC
in vault item: de_outpostComment #8665
A lot of stuff was very flat, the lighting was pretty terrible, and the texturing wasn't too great, but the architecture was good, if a little over-sized in my opinion (like heist). Three stars.
Commented 19 years ago2005-08-23 10:00:16 UTC
in vault item: awp_zvdk32Comment #8655
Use some physical objects, like barrels or boxes.. You can spawn them with the entity prop_physics, or for dynamic entitys like,, ragdolls or mathresses, prop_ragdoll. And, yes, every one likes 3D skyboxes!
Commented 19 years ago2005-08-22 18:02:58 UTC
in vault item: awp_zvdk32Comment #8650
No offense, but I honestly thought this was for the original CS.
I don't have CS:S, but here's my suggestion based on the screenshot:
The map looks pretty bland. Take advantage of the HL2 engine! Add a 3D skybox with trees and hills and whatever that would fit. Use a few barrel props like in the original de_dust for CS:S. (note that I said a few, don't litter the map with them or else it's not fun) Turn your ground into a displacement map, make it a bit bumpy, and seal the bottom with the NODRAW texture. Add some scenery in the level, too. Maybe like a few palm trees or some cars will do it. (not too many or it will block the view) Some little details could also do. Maybe add dustmotes in the house thingy if you don't have them or put some overlays at appropriate places. If you don't know how to do any of the above, search on how to do the above.
Commented 19 years ago2005-08-22 12:53:57 UTC
in vault item: ZeromancerComment #8647
Seems that the snarkpit.COM link dosnt work if you change it to snarkpit.NET it well work. Plz update the link so that it can be downloaded looks cool from comments
Commented 19 years ago2005-08-22 05:02:33 UTC
in vault item: PalaceComment #8640
That's a spicy meatball you have here... My review: ************************************** + Architecture. Looks great. + Texturing. Custom textures. They look very cool. + Ambience. Gives you the right feeling while playing it. + Layout. Interesting, with some secret places. + Gameplay. I really see this as a good DM map. *************************************** - No HEV suit when you start - Could use more weapons ************************************** In total - this is an awesome map! 5 thumbs up!
Commented 19 years ago2005-08-20 15:56:26 UTC
in vault item: EscapeComment #8634
actually daubster...im kinda strapped for cash. Im saving up for a new computer so i dont really want to spend money on something like that, besides the cheapest one i find round my area is ?15
Review:
*********
+ Layout. Lots of interesting places to go, those glass catwalks - all cool.
+ Gameplay. Good wpn placement, some secret areas with wpns.
+ Ambient sounds.
+ Texturing. Nothing special here, just that it looked ok.
**********************
+/- Architecture. Looked good in some areas, but you used too much repeating prefabs and the cliffs were rather blocky.
*************************
It's a good HLDM map, all it needs is a lil more work with architecture...
Superb map. Five stars. Get it!
Some of the corridors are rather plain, and there are some vents which are agonising to crawl through, but it's mostly nice. Still some nasty cheap furniture dotted around. Very tidy, though. I'll say... four stars.
There's quite a bit of nice architecture, but a few sections where it decends into right-angle-dom, which is a pity.
Good job.
I must say that while this map does not excel in a particular area (like bruswork, texturing, sounds etc), it is as a whole that mis map really works. Like I have mentioned before in the site's forums, there are different levels at which a map should work: Theme, Layout and detail.
In this map, detail is nice. I cant talk about the layout since I havent playtested it with people. The theme is outstanding, and a lot of imagination has been put to it (something which is sometimes lacking in maps).
I'm looking forward to "Necropolis: Mausoleum". You got yourself a fan.
Judging it by itself, it's still a good map.
There is an issue that some people usually complain about. Some mappers solve the problem of big empty spaces filling them with crates. It is usually frowned upon, but in this map there is a good variation in their size and textures, and they actually have other purposes other than taking up space. Think about the official map Stalkyard. Crates made it fun!
The outside unreachable areas give us the feeling that this is all part of a bigger world, and it makes this and other maps so much better.
It could be a bit brighter (Since this is the pre-disaster version) and have more texture variation, but it's still a very solid map. Nice work.
The quake damage in the map is very nicely done. Architecture and layout are more than interesting, specially in the bigger areas of the map. Gameplay is distributed in different levels, and this is one of those maps where you can use all your skills with them (good places for shotgun, RPG, etc)
The lighting and sounds in this map are great, reminding us of the HL post-disaster atmosphere.
The only two minor things I could point out would be that one of the textures seems a bit overused (walls and ceilings at the same time) and some dark areas would be better suited for a singleplayer map.
5 stars anyway.
I just figgured a little problem.
The physical explosion wich is behind the door needs to have less power, else, other people that not even is close to the door will die.
I don't know, but I'll put down some research.
So.. Update comming soon!
This map is neatly textured, and it has an interesting layout that flows between different floor levels, as well as an outside area. The prefabs are perfectly scaled and very detailed (some are better than the HL defaults), and sounds add to a great ambience.
Some large areas of the map could have been a bit more detailed, but it's possible they are not because of r_speeds control, which is good.
Some of the sofa textures from the "fifties" texture set didnt quite belong in the lab theme, but they were still nice.
Didn't look at the vmf. YET!
It goes so fast. I guess this is cool for single player.
Good job!
+ Excellent architecture in general; nice detail. Looks convincing.
+ Most textures (the walls, for example, fit well, but the sofas look terrible with them).
- A lot of stuff feels too big. Look at those police cars. You could stand tall in one. Careful with scale.
You should definitely use more custom textures. That ? and dropping the prefabs and adding proper details yourself ? could have you making good four- or five-star maps in my opinion. Keep it up.
Another three stars; the texturing and scale let it down.
#1: Remake?
#2: Well, you gotta be on one of the high piles of boxes.
Cyn3x: Thx
Read what you wrote before that... Do you really call that constructive?
You can spawn them with the entity prop_physics, or for dynamic entitys like,, ragdolls or mathresses, prop_ragdoll.
And, yes, every one likes 3D skyboxes!
Have a tutorial: http://www.hl2world.com/wiki/index.php/3D_Skyboxes
This is a very good map for being a 1:st attempt.. Keep it up!
My first map was just a hollow box, full with grunts (for HL1..)
Reall neat places to walk--rafters, stairs, etc.
One of the most detailed, cleanly textured maps I've ever seen for 1.6.
Simply Amazing: 5/5
I don't have CS:S, but here's my suggestion based on the screenshot:
The map looks pretty bland. Take advantage of the HL2 engine! Add a 3D skybox with trees and hills and whatever that would fit. Use a few barrel props like in the original de_dust for CS:S. (note that I said a few, don't litter the map with them or else it's not fun) Turn your ground into a displacement map, make it a bit bumpy, and seal the bottom with the NODRAW texture. Add some scenery in the level, too. Maybe like a few palm trees or some cars will do it. (not too many or it will block the view) Some little details could also do. Maybe add dustmotes in the house thingy if you don't have them or put some overlays at appropriate places. If you don't know how to do any of the above, search on how to do the above.
38_98: I understand... I can do some voice acting if you really need some.. :
+ Good textures
+ Interesting secret places
+ Ambience
_________________________________________
- Lighting looked strangely flat in some areas
- Suffers from "quakeness" (emptyness & symetry)
**************************************
+ Architecture. Looks great.
+ Texturing. Custom textures. They look very cool.
+ Ambience. Gives you the right feeling while playing it.
+ Layout. Interesting, with some secret places.
+ Gameplay. I really see this as a good DM map.
***************************************
- No HEV suit when you start
- Could use more weapons
**************************************
In total - this is an awesome map! 5 thumbs up!
I suspect no more than a day?
I spend a month just playtesting my single-player maps.