Comments

Commented 19 years ago2005-03-26 00:00:57 UTC in vault item: CG1 Skeeball Comment #6368
Don't rate your own map.
Commented 19 years ago2005-03-26 00:00:08 UTC in vault item: CG1 Climb Comment #6367
A rating is for you to see how good the map is, not for us to see how good the map is.

In other words, don't rate your own map.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-03-25 23:12:27 UTC in vault item: cs_control2 Comment #6365
+Flares
+textures
+ambient sounds

Simple, Carnage map...I like it! +1000pts
Commented 19 years ago2005-03-25 18:35:24 UTC in vault item: cs_control2 Comment #6364
Always make alternative ways!
Commented 19 years ago2005-03-25 18:20:59 UTC in vault item: cs_control2 Comment #6363
No, actually you can take the hostages off the roof too, they can step over the edge, even though you can't.
Commented 19 years ago2005-03-25 18:07:22 UTC in vault item: cs_control2 Comment #6362
its good, I played it for a while. but there are some improvements you have to make.

-add a few spotlights or something to the court yard.
-make the control room a little more controlroomish.

and there were a few patterns of behavior that emerged when I was playing. the T s always let the CTs grab the hostages, then as the CTS were leaving the building they would be mowed down from the roof. this is beacsue the only way to get the hostiges back to the rescure is to go through the front door, think of adding a side door or something
This comment was made on an article that has been deleted.
Commented 19 years ago2005-03-25 15:59:59 UTC in vault item: Scripting Comment #6360
Hmmm I thought I commented on this map a year ago but I guess I didn't :/ anyway it was very helpful and allowed me to make better maps so thanks Master ;)
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-03-25 11:15:54 UTC in vault item: BigLots Comment #6356
Of course Anthony he said it is 20% done and he even admitted not putting source lights in!

Anyway I like cause it reminds me of a Spongebob Squarepants episode :)
Commented 19 years ago2005-03-25 11:14:24 UTC in vault item: The Pink Comment #6355
Is that a hint to the map :P

Nice map anyway :)
Commented 19 years ago2005-03-25 11:13:45 UTC in vault item: Lost&Found Comment #6354
:/ Slow or fast :P
Commented 19 years ago2005-03-25 11:09:18 UTC in vault item: second chance lvl 1 Comment #6353
Also looking at the picture again I now realise how bad it was :S

At least I learnt from my mistakes excpet those lame ass noob bitches who make a map, get abused and don't improve!
Commented 19 years ago2005-03-25 11:07:12 UTC in vault item: second chance lvl 1 Comment #6352
Tis a shame actually cause I had so many ideas back then but nowadays I can't think of anything to map!
Commented 19 years ago2005-03-25 11:06:12 UTC in vault item: dm_coastland Comment #6351
Again I am target to the evil rater who rates my maps 2 stars :D

Well seeing as it is happening to me I might as well do it to any maps that look crap except HL2 maps cause they rock!
Commented 19 years ago2005-03-25 11:05:02 UTC in vault item: Motor Blade Trap (HL2) Comment #6350
Heh he I just love those who waste minutes clicking 2 star 3 times :/
Commented 19 years ago2005-03-25 05:36:17 UTC in vault item: BigLots Comment #6349
Judging by the pic, it looks as if the light has no source. Put in some models.
Commented 19 years ago2005-03-25 03:00:04 UTC in vault item: The Pink Comment #6348
Nice map! And remember kids, look both ways!!!
Commented 19 years ago2005-03-25 01:06:07 UTC in vault item: Two Towers Comment #6347
And if you don't have HL2 yet, you can play the other HL1 map I made (http://twhl.co.za/mapvault_map.php?id=2411). It's also got interesting gameplay, and it's also very challenging. You have many ways of beating it, and using strategy is important.

I also have a comprehensive walkthrough for "Escape".
Commented 19 years ago2005-03-25 01:03:05 UTC in vault item: Two Towers Comment #6346
Thanks for the feedback, rifter. It's an old map, and I didn't spend too much time on it.

If you have HL2 already, play the map called sp_justice (http://twhl.co.za/mapvault_map.php?id=2719). I spent almost three months on building this map, and I put a lot more thought into it than this simple map you played. The gameplay for sp_justice is just as interesting, and strategy is essential for your survival.

In fact, I wrote an extensive walkthrough for Justice, and you'll like the ending better. ;)
Commented 19 years ago2005-03-24 23:26:11 UTC in vault item: cs_control2 Comment #6345
I wouldn't ay it was the worst, but it was pretty low in the list. Download this one anyway, just to compare.
Commented 19 years ago2005-03-24 23:09:44 UTC in vault item: cs_control2 Comment #6344
Wasn't it the old one that was voted worst cs map ever or something?
Commented 19 years ago2005-03-24 22:56:41 UTC in vault item: BigLots Comment #6343
It's far from complete, and it's difficult to give it an accurate rating at this time. Put in more stuff and we'll provide more input.

The texturing, however, can be improved already. The color is too monotone (everything is gray). I suggest the lighting to be somewhat dimmer too.
Commented 19 years ago2005-03-24 22:52:52 UTC in vault item: cs_control2 Comment #6342
Looks good from the screenshot. I never played the original one, but it's always heartening to see people showing interest in rejuvenating their old maps.
Commented 19 years ago2005-03-24 14:37:15 UTC in vault item: BigLots Comment #6340
I rate my own! it sucks right now! too many things left undone and inaccurate with the real BigLots store! ok now that i gave it a comment maybe others will follow. *fyi itll be a hostage map and another were its slightly modified for a bombing map, there are I believe 5 breaking items that arent vents.
Commented 19 years ago2005-03-24 09:23:04 UTC in vault item: Lost&Found Comment #6338
blow me Bitch :D
Commented 19 years ago2005-03-24 01:45:11 UTC in vault item: ka_club Comment #6337
Nothing to say but, nice work.
Commented 19 years ago2005-03-23 21:55:09 UTC in vault item: A film on a screen Comment #6336
Could you also use animated textures--up to 9 textures per func wall--to bump up your frame rate? I Suppose you could just add more func walls, but it might be worth it to save on resources for a long film.
Commented 19 years ago2005-03-23 19:58:26 UTC in vault item: Carousel [source files only] Comment #6335
Neato!
Commented 19 years ago2005-03-23 16:05:13 UTC in vault item: Lost&Found Comment #6334
At least I bother typing like a proper Englishman :P

You have a problem :P
Commented 19 years ago2005-03-23 12:52:03 UTC in vault item: second chance lvl 1 Comment #6333
sucks
Commented 19 years ago2005-03-23 12:51:31 UTC in vault item: Lost&Found Comment #6332
shut your face gayboy :P
Commented 19 years ago2005-03-23 09:46:38 UTC in vault item: Lost&Found Comment #6331
:/ Does my my my my I don't know knowwww still sutffff is not megaaa :P
Commented 19 years ago2005-03-22 23:25:22 UTC in vault item: Carousel [source files only] Comment #6329
Open-Source maps are just maps that are distributed with their sources, habboi, hence their source information being available, just like open-source software.

RMF/VMF does hold more info, though :)
Commented 19 years ago2005-03-22 22:14:53 UTC in vault item: Carousel [source files only] Comment #6328
Er.. I meant there VMF/RMF, not VMF/MAP.
Commented 19 years ago2005-03-22 22:13:15 UTC in vault item: Carousel [source files only] Comment #6327
Nobody knows. :) Either one you can modify, but VMF/MAP holds more information. Such as, for example, last camera coordinates (I guess) which is revoked when you reopen it, but MAP on the other hand consists of raw information only, ready to be fed into compiler.
Commented 19 years ago2005-03-22 15:46:33 UTC in vault item: Carousel [source files only] Comment #6326
What are open source maps anyway?

Are they the vmf of the map?
Commented 19 years ago2005-03-22 08:35:21 UTC in vault item: ka_club Comment #6325
So do you. J/K

Nice map
Commented 19 years ago2005-03-22 06:25:30 UTC in vault item: Two Towers Comment #6324
Satchmo, this was a hard but fun map. Kept me on my toes and had lots of ways to approach the problem. Must use strategy on this map--only fools rush in. Maybe those having trouble with this aren't looking around before getting started. I spotted those grenades and pretty much followed the strategy you mention above (which I hadn't read yet.) Lob a well-placed grenade at the other tower, then another grenade down below at the boxes of explosives. A third well placed grenade in the near corner of the second tower area and the rest is dancing away from raining grenades. I liked it.

I only wished there had been a better ending. After killing everybody, being able to open the gate or something.
Commented 19 years ago2005-03-22 04:43:36 UTC in vault item: Carousel [source files only] Comment #6323
Very nice, I hope we see more Source maps from you in the future, cause I have a feeling they're all going to be works of art
Commented 19 years ago2005-03-21 23:05:56 UTC in vault item: PVP (Player Vs. Player) Comment #6322
Send it on!
Commented 19 years ago2005-03-21 21:43:33 UTC in vault item: Carousel [source files only] Comment #6321
Open-source maps kick considerable ass, my friend ;D. Nice work, and a nice map.
Commented 19 years ago2005-03-21 13:58:41 UTC in vault item: Carousel [source files only] Comment #6320
looks nice
Commented 19 years ago2005-03-21 13:55:42 UTC in vault item: PVP (Player Vs. Player) Comment #6319
Well I did map for HL1 you know and made loads of traps :D

If you want I could send it to you...
Commented 19 years ago2005-03-21 13:51:30 UTC in vault item: Carousel [source files only] Comment #6318
Neato!
Commented 19 years ago2005-03-21 12:59:59 UTC in vault item: Carousel [source files only] Comment #6317
Commented 19 years ago2005-03-20 18:19:11 UTC in vault item: PVP (Player Vs. Player) Comment #6316
Make it more interesting! Use lots of detail since it's only going to be 1 on 1. That means you have enough polys to spare since you will only be able to see 1 player model, so that wouldn't contribute as much to the epolies.