Commented 19 years ago2005-08-13 14:43:47 UTC
in vault item: xdm_destroyComment #8577
Well architecture was nice, i liked the way you hidden the bazooka. Also the were few bugs in this map. There was a place where that xen thingy that should push you up was below normal ground level. Textured didn't match in some places, like in that big room with a hole in the ceiling. Bit empty in some rooms. And the most important YOU USED LIGHT ENTITIES. Use textlights.
BTW map didn't run in dm (gave me some gay error) for me so maybe thats the problem why i got these bugs.
lol it probaly isnt his first first map its just his first public realsed map every body is like that usualy they play around in hamer makeing cheezy maps till there good and can make there first public map.
any ways try adding like traps, like if you sit in a chair it shoot up to the roof, and you take damage and it blows up.
Commented 19 years ago2005-08-12 09:24:57 UTC
in vault item: IntensityComment #8566
CS is generally an online game and its a pain in the arse to sit through a download when connecting to a game. SP maps are much more straight foward. Download and Play.
Commented 19 years ago2005-08-11 20:18:00 UTC
in vault item: fy_natureworldComment #8565
Yea like you know what your talking about Kev. Hmm let me see. Wait everyone go to this page and tell me if Kev is alloweds to judge anyone... No not really cause he sucks! <3
Commented 19 years ago2005-08-11 12:53:44 UTC
in vault item: xdm_destroyComment #8563
Well It worked on hl, and MuzzleFlash - I now understand that HLDM is a fnacy name for half-life multiplayer My review: *************************** + Architecture. Some places looked very nice. + Layout.. Pretty interesting... -/+ Gameplay. Not the prefect setup, but it can be playable - Ambient sound. Apart from the teleporter sound - no ambience in the map! - Texturing. I didn't understand, where this map is. Textures differ with every room and just don't add up to me... ************************* Well in total - I'ts a good map, needs some work, but it's ok. Good work
Commented 19 years ago2005-08-11 09:23:04 UTC
in vault item: IntensityComment #8561
That would be cool too. do both
This map is brilliant. Your work on this is out standing, I'll think I get my brother to play this map again with me - I have never used sven co-op before this!
Commented 19 years ago2005-08-11 07:21:48 UTC
in vault item: xdm_destroyComment #8557
Once again, nice map. Some areas might be too big, in the sense that the map feels empty sometimes. You could have placed machinery from some of your previous maps to put inside to rooms/hallways, but if it's the way it is because of r_speeds, then it's just fine. Lighting is overall good, but you should give up on using light entities and rely only in texlights and light_enviroment. Some parts of the map just have a glow that noone knows where it came from. It makes those parts look like they are still in beta-testing stage. The layout supports great long range combat, as well as providing places where the longjump and gauss jump are useful! One more thing: some of the fences looked fullbright, rendermode= solid and fxamount=100 will make them look right.
Commented 19 years ago2005-08-10 20:14:32 UTC
in vault item: de_aztecruins 1.1aComment #8552
------------------------------------------------------------- ******************* U P D A T E D ******************** -------------------------------------------------------------
A mini-puzzle to get the reaction started, followed by a bit of thinking and trying things to figure out how to survive.
Very nice use of tracktrains, sprites, lasers, etc., to give it a classic HL1 feeling not found in a lot of maps. The construction of the consoles (angles, mixed textures) was nicely done.
Commented 19 years ago2005-08-10 15:46:13 UTC
in vault item: IntensityComment #8548
In HL SP you would start in an odd location because there isn't a info_player_start. In SVEN Co-op, only info_player_deathmatch entities are placed so that a bunch of players can spawn. If you guys here on TWHL want, I could place a info_player_start in future maps so that you can play it in HALF-LIFE as well as in SVEN Co-op. Just an offer.
Commented 19 years ago2005-08-10 03:45:18 UTC
in vault item: IntensityComment #8542
Well I played your map and heres my review... ****************************** + Architecture. Gw on that... Now I really see, why your map compiled for 2 days + Layout. Interesting and pretty original. + Gameplay. I really had fun.. ******************************* +/- Texturing. Textures are overall good, but they suck too much in some places... +/- Ambience. The pumps emit some kinda sound, so does the generator, but you could have placed some sound in the parking area, labs, etc. ****************************** In total - this is a pretty good-looking map which is really fun to play.
Commented 19 years ago2005-08-09 22:33:11 UTC
in vault item: IntensityComment #8538
Heh, you've been missing out if you've never played SVEN Co-op before Elon. It's a blast! There are tons of maps and cool features. There are also custom weapons and models galore! SVEN Co-op is what drove me to making maps in the first place! - HeAdCrAb KILLA
Commented 19 years ago2005-08-09 18:25:31 UTC
in vault item: fy_natureworldComment #8534
its ok i guess. kind of a copy from iceworld like mine. mine was still a test map tho. anyways, looks like it didnt take too long. maybe u could of lowered the brightness of the light environment and added small lights under the blocks on the sides. nice try anyways.
Commented 19 years ago2005-08-09 12:24:07 UTC
in vault item: de_outpostComment #8529
Heh...yeah the textures really could use some work...I got lazy and didn't make some better ones. I should have at least made some for the silos...and they do look pretty damn ugly.
Commented 19 years ago2005-08-09 12:22:39 UTC
in vault item: cs_heistComment #8528
Heh...there are actually 4 hostages. Two in the vault behind the teller area and two in another vault almost on the exact opposite side of the building. I'm tempted to put the others in the top floor. For those of you who have seen the map could you give me some suggestions on hostage placement?
Commented 19 years ago2005-08-09 09:23:06 UTC
in vault item: cs_heistComment #8525
Cool map! My review: *************** + Layout. Lots of different routes to go on. + Texturing. Looks nice and clean. + Ambient sounds. + Gameplay **************** - Only 2 hostages. - You could have some veichles passing by on that street, behind those barriers, near the CT spawn. ********************* In total - this map reminds me much of cs_robbery. It looks clean, has good gameplay, and without minor bad things - it's really good. Good work!
And the most important YOU USED LIGHT ENTITIES. Use textlights.
BTW map didn't run in dm (gave me some gay error) for me so maybe thats the problem why i got these bugs.
8/10 or 4/5
any ways try adding like traps, like if you sit in a chair it shoot up to the roof,
and you take damage and it blows up.
Looks good and what people are saying i'm sure it is very good
http://www.twhl.co.za/mapvault_map.php?id=3267
My review:
***************************
+ Architecture. Some places looked very nice.
+ Layout.. Pretty interesting...
-/+ Gameplay. Not the prefect setup, but it can be playable
- Ambient sound. Apart from the teleporter sound - no ambience in the map!
- Texturing. I didn't understand, where this map is. Textures differ with every room and just don't add up to me...
*************************
Well in total - I'ts a good map, needs some work, but it's ok. Good work
This map is brilliant. Your work on this is out standing, I'll think I get my brother to play this map again with me - I have never used sven co-op before this!
Lighting is overall good, but you should give up on using light entities and rely only in texlights and light_enviroment. Some parts of the map just have a glow that noone knows where it came from. It makes those parts look like they are still in beta-testing stage.
The layout supports great long range combat, as well as providing places where the longjump and gauss jump are useful!
One more thing: some of the fences looked fullbright, rendermode= solid and fxamount=100 will make them look right.
******************* U P D A T E D ********************
-------------------------------------------------------------
A mini-puzzle to get the reaction started, followed by a bit of thinking and trying things to figure out how to survive.
Very nice use of tracktrains, sprites, lasers, etc., to give it a classic HL1 feeling not found in a lot of maps. The construction of the consoles (angles, mixed textures) was nicely done.
Changes in lighting were very good.
I'd like to see more mini-puzzles like this.
******************************
+ Architecture. Gw on that... Now I really see, why
your map compiled for 2 days
+ Layout. Interesting and pretty original.
+ Gameplay. I really had fun..
*******************************
+/- Texturing. Textures are overall good, but
they suck too much in some places...
+/- Ambience. The pumps emit some kinda sound, so does
the generator, but you could have placed some sound in
the parking area, labs, etc.
******************************
In total - this is a pretty good-looking map which is really fun to play.
Go get it yariv!
***************
+ Layout. Lots of different routes to go on.
+ Texturing. Looks nice and clean.
+ Ambient sounds.
+ Gameplay
****************
- Only 2 hostages.
- You could have some veichles passing by on that street, behind those barriers, near the CT spawn.
*********************
In total - this map reminds me much of cs_robbery. It looks clean, has good gameplay, and without minor bad things - it's really good. Good work!
Are you drunk?