Commented 19 years ago2005-06-10 16:37:25 UTC
in vault item: Night Things ZeroComment #7683
+ Interesting to begin with, the G-Man freaked me out + Reasonably spooky atmosphere + Some good use of sound
- Looks, well....mostly horrible. - Very poorly optimized, makes even my uber PC lag like a bitch in places, not good. - Architecture is largely unimpressive, especially the box around the starting area which is simply atrocious. - Ending isn't that great, really. - Scale is wierd in places
Commented 19 years ago2005-06-10 13:17:39 UTC
in vault item: Allout: SourceComment #7679
Wow Dude! Very nice! Great detail and its very fun. Only problem is that it gets boring/old after a while. Maybe you could use this as a mini-game for a big mod? Thumbs up!
Commented 19 years ago2005-06-10 10:50:22 UTC
in vault item: de_watertowerComment #7675
the places i found that had the largest r_speeds were, much to my astonishment, not the open ares, but the bits closest to the edge of the map... did u make un-seen textures NULL?
This comment was made on an article that has been deleted.
Commented 19 years ago2005-06-10 10:01:32 UTC
in vault item: Night Things ZeroComment #7673
Great story idea, nice setting, work on displacement, manipulation etc.. to get the terrain more realistic,more jagged, try some better trees, really twisted/ craggy trees would work well.
Commented 19 years ago2005-06-10 03:53:37 UTC
in vault item: Allout: SourceComment #7666
This looks good.
I will test later.
I've said that to a few people lately and then forgotten, but I've been busy. I've got no plans tonight, so I definately will check it out and give you a review.
Commented 19 years ago2005-06-09 16:36:34 UTC
in vault item: dm_abandonedlabsComment #7664
Are you asking us? The map is not big so I dont think there are any performance issues. You can check it yourself ingame with the +showbudget console command
Commented 19 years ago2005-06-09 00:14:10 UTC
in vault item: Running waterComment #7659
Damn it why do people always take your ideas away! Any way if there is a turn in the water's path and it looks great(no seam)then it's a great example map!!!(I just don't know how to do it)
Commented 19 years ago2005-06-08 12:13:33 UTC
in vault item: CS LabsComment #7655
and i think im gona make a labs2 because i was gonna put a ladder going through the sky light and have the roofs as like another passage to kill each other and also some vents but i aint started them yet and i understand that the brushes dont join up properly and in the ct spawn i need more props agree guys?
Commented 19 years ago2005-06-08 11:09:31 UTC
in vault item: dm_abandonedlabsComment #7648
Here in Australia im in year 12 and im failing Physics. My teacher is a wanker!!! Anyway Dr Mapper, its a nice start (how many times has that been said?) but i can see that you tried to hide the simple architecture with props. put in some columns or whatever it makes one hell of a change
Commented 19 years ago2005-06-07 12:04:03 UTC
in vault item: de_boshiComment #7634
Well it seems the comments have ended and it looks quite successful I'm glad I helped make players happy and my next future map will be improved for sure! Glad you liked it!
Commented 19 years ago2005-06-06 23:34:39 UTC
in vault item: OfficeComment #7631
d1_trainstation_05 is Kleiner's lab, which also has an example VMF format map counterpart in the HL2 configuration. Anyways, some of the things just looked really similar, and some of the dev stuff I was getting lead me to suspect that. If it's not, okay.
But it's your first map.
Practise.
+ Reasonably spooky atmosphere
+ Some good use of sound
- Looks, well....mostly horrible.
- Very poorly optimized, makes even my uber PC lag like a bitch in places, not good.
- Architecture is largely unimpressive, especially the box around the starting area which is simply atrocious.
- Ending isn't that great, really.
- Scale is wierd in places
Kept me entertained for 15 minutes
Didn't take me long to get bored, but apart from that, nice job.
I mean a mod with a story like Night at the Office
Downloading it now! =)
hehe, I loook forward to this. There aren't enough HL2SP maps.
I will test later.
I've said that to a few people lately and then forgotten, but I've been busy. I've got no plans tonight, so I definately will check it out and give you a review.
The map is not big so I dont think there are any performance issues. You can check it yourself ingame with the +showbudget console command
I promise I will tonight!
Rlly Sry
+ nothing much
____________________________________________________
- TEXTURES, OMG SON !
- gameplay, because there is ONE passage
- there are places, like the entrance to the hostages where you can see the sky box (dunno how 2 explain)
- the windows at both spawn points, you can see the "outside" of the map (dunno either)
____________________________________________________
But since it's your first map, I won't rate it out of sympathy
Theres an example in the sdk/HL2/maps folder.
You get 1/5 for the story
2/5 for the picture cause I see misaligned textures and lots of boxes.
I'll play it later...and stuff
NEVER EVER compile without vis or RAD... without vis, entities will dissapear and without RAD, you wont get any lights...
The whole map has to be covered or it'll lag like a crazy bittch...
to reduce compile times, place the NULL texture on all unseen surfaces..
A simpler version of what was said
Here in Scotland i'm 3rd year.
we do 7 years primary and then 6 in secondary
I'm glad I helped make players happy and my next future map will be improved for sure!
Glad you liked it!
cough http://www.nightfallmod.net/ cough uhh bad cough
If your English then you know that you start at year 1 and you go on to year 11...
So thats 11 years at school
Boy it went fast ha ha...
Glow = env_sprite -> glow rendermode -> constant glow renderfx.