Commented 19 years ago2004-11-15 23:09:47 UTC
in vault item: Dungeon Death SPComment #5067
NOOOO I wanna try it so bad but when I click new game it says "Invalid DLL" ??? WTF NOOO My Half-life has been acting weird lately, spirits DLL's dont work either..
Commented 19 years ago2004-11-15 22:56:16 UTC
in vault item: Camera issueComment #5066
This is set up properly. The only thing I noticed is your cameras 'initial speed' was set at 1. I changed it to 500 and it roamed around the room while always trying to look at the func_train.
Commented 19 years ago2004-11-15 20:02:12 UTC
in vault item: Dungeon Death SPComment #5064
+Great challenge, lots of fun to play +Consistent, quality endured (almost) to the end +Plenty of new models & custom content +Loved the little flame scene after the end credits -Lighting sometimes seems to flood areas (like fullbright, but only half as bright The initial hallway is an exception to this. -Big open room just before the gargantua room is ugly
Commented 19 years ago2004-11-15 19:42:22 UTC
in vault item: Storage FacilityComment #5063
Really gave me a deya-vu feeling. Wich is a good thing in this case. You captured the feel of this HL level really good, though a bit more tweaking to the lighting (looks somewhat bland in some spots, and some colors just don't fit (purple)) in the largest area's and a bit more refined brushwork (trims, machinery and the like) can still be done here and there.
Overall, looks like a decent map with thought for gameplay. I haven't playtested it with others but the multi-levelness of this one can make for some interesting combat. Keep up the good work!
I felt like I was going over it O.o(which I have done countless times) very nice job,though train doesn't move :P. Lighting should've also been toned down a tad or been completely dark,ya know new year style? (:o trapt I forgot in our earlier thing,we had the Olympics AND the new year celebrations) wouldn't it be cool if you re-make it for hl2 with fireworks or that cool blue touch. All in all nice job ant
Commented 19 years ago2004-11-15 15:39:42 UTC
in vault item: Two TowersComment #5059
Indeed, more true words of wisdom from Captain P. I'll take all that into consideration once HL2 mapping gets rolling.
I did, however, provide the player with grenades in the beginning of this map. My original intent is to use them to clear the grunts waiting downstairs and also throw it across to the top of the other tower to eliminate the grunts with the RPG ammos.
With a well-thrown grenade, I could usually wipe out both of the grunts in the neighboring tower using just one grenade. It takes some practice and skill to lob the grenade accurately, but that's the challenge and fun of it.
Three things pop to mind: Masked textures, scrollwater (stretched textures) and mod folder.
It ran laggy on my machine, on OpenGL, 1600x1200, but not as bad as I expected. I wouldn't advise Direct3D over OpenGL though, as both make use of your 3D-card but Direct3D was added later to the game as OpenGL and therefor isn't as optimized as OpenGL... Although some 3D-cards may run better with it.
But aside from that, looks like a good recreation of the bridge itself. Would be nice to see it being lit though.
Commented 19 years ago2004-11-14 20:51:46 UTC
in vault item: Two TowersComment #5053
Hard in terms of an overload of grunts and a need for ammo, especially in the start. Often, such maps fall down into what I call 'glock sniping'. It leaves the player but few choices: rushing in, wich is often very hard, or glock sniping, wich I find often very boring as it's nearly not challenging. IF you have a glock, of course. So in this case it's just a hard map (not for everyone, it seems).
Now I understand it's hard to make combat interesting, but I also think a player doesn't neccesarily have to engage into combat immediatly. In games you often see a certain increase in difficulty. As the player gets more and different weapons, the combat also becomes harder and, hopefully, more interesting. I wouldn't advise you to use grunt enemies at the start immediatly, they're not the most easy ones, especially not at the start when the player is often still low on ammo (or experience?).
I'd also advise you to build things up throughout the level. Integrate the weapons into the gameplay. When the player has a shotgun, give him some opportunities for close combat. When he has the crossbow, let him do some sniping (but try to keep it challenging by not giving away all enemies, or making the snipe positions hard to get to or to stay at. Don't forget to reward a player after some hard fighting either...).
Also, a player doesn't always have to be in combat. Give him some breaks, a little puzzle in between, or just some exploring. Prevent the level from becoming boring so put in some things to keep him busy, or start building tension before the combat (wich can really raise your combat to higher levels, making it belong in the map). Gameplay is more than combat and puzzles alone, you know...
As for the environment, it'd be good to experiment with cover and the like. Don't give away too much of the map at first too, give the player something to explore. Ok, this is a small map and quickly made, but mind it for next maps. Players like to find new things, they often like secrets (fairly hidden ones ;)), the like it when they get rewarded after having done something hard. Otherwise you'll leave them unsatisfied...
Commented 19 years ago2004-11-14 20:08:30 UTC
in vault item: Gunz And ScienceComment #5052
Don't take the comments too personally. I know people tend to be pretty blunt about their opinion. But reading the comments is the best way to learn from more experienced mappers.
I think you put in a great effort, and I just know that your next map would be even better.
Commented 19 years ago2004-11-14 00:11:57 UTC
in vault item: sg_underworldComment #5043
It is a decent map for a room. For Deathmatch, you should have it alot larger. The teleporters made if seem really disconnected. Maybe color co-ordinating the teleporters to their locations, so you knew where you were going. Also, because weaponstay is a possibility for a server setting, I'd stay away from using guns as ammo. If you want ammo, you should place ammo. I'm talking about the three taus in the water trough. Nice use of texture lighting, though you might brighten it up a little bit. And speaking of textures, somewhere in there is metal, though everything looks like stone. You can hear your footsteps as if it were metal.
All in all, it seems like a good start to me. Maybe make three or four little room maps like that one and copy them all into one .rmf and connect them. That's if you're looking for ideas on how to proceed...
Commented 19 years ago2004-11-13 09:34:39 UTC
in vault item: danger1Comment #5034
Nice job man, i can tell this took a while to make, heres a few pro's and cons':
+Well thought out map. +Lack of ammo adds to the realism and keeps players on their toes. +Layout in general was good +Mostly a good choice of textures.
-Monster placement needs to be better, in some cases they are within each others bounding boxes so you get that annoying yellow spore crap flying around. Just move the monsters further apart and make sure none are intersecting walls. -Pipe textures in the water bit "move" ingame.
All in all this is a real good map that got 4 stars from me, just sort out the monster placing and a few textures here and there and you're all set for a killer map! Keep it up!
Commented 19 years ago2004-11-13 08:45:04 UTC
in vault item: cs_stanleComment #5033
I would fucking kill you if you did that. Screenshots are vital if you want people to download the map.
a) No screenshot makes you look lazy b) No screenshot makes it look like you don't care about your map c) Makes it look like you are too scared to show a real screenshot, so you use a real picture.
Commented 19 years ago2004-11-13 02:38:27 UTC
in vault item: de_spaceComment #5032
New update. Bombsite B now completed. Excruciatingly generic nukes, no bombsite yet (you cant plant) blast dorrs, the whole shabang. I want to ask somebody for a favor. If they can please make me some computers fer my map? im out of creativness, please. either by prefab or a tiny .rmf, Tnx a bunch.
Commented 19 years ago2004-11-12 22:22:10 UTC
in vault item: aim_main_eventComment #5030
Graphix: 4, can't go wrong with dust textures Variety: 4, this would make a great aim map. Ambience: 5, the water with the sound and all was a nice touch. Lighting: 2, too bright, no shadows or ambient lighting... Playability: 3, great layout except for one thing, there's only one ramp at the spawnsites. this shoves eveyone into a small location to be shot. this = a bad thing, two tunnels off to each side would make a fix for this. I like the splash banners, good ads, and it could make a good clan map. NICE JOB!
??? WTF NOOO My Half-life has been acting weird lately, spirits DLL's dont work either..
+Consistent, quality endured (almost) to the end
+Plenty of new models & custom content
+Loved the little flame scene after the end credits
-Lighting sometimes seems to flood areas (like fullbright, but only half as bright The initial hallway is an exception to this.
-Big open room just before the gargantua room is ugly
4 stars overall, nice work.
Overall, looks like a decent map with thought for gameplay. I haven't playtested it with others but the multi-levelness of this one can make for some interesting combat. Keep up the good work!
+AWESOME
+EXCITING
+SUPERB
+VERY HARD!!
+SKINS ARE FABULOUS
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
(did I wrote right?)KEEP UP THE AWESOME WORK!:)))
I did, however, provide the player with grenades in the beginning of this map. My original intent is to use them to clear the grunts waiting downstairs and also throw it across to the top of the other tower to eliminate the grunts with the RPG ammos.
With a well-thrown grenade, I could usually wipe out both of the grunts in the neighboring tower using just one grenade. It takes some practice and skill to lob the grenade accurately, but that's the challenge and fun of it.
Masked textures, scrollwater (stretched textures) and mod folder.
It ran laggy on my machine, on OpenGL, 1600x1200, but not as bad as I expected. I wouldn't advise Direct3D over OpenGL though, as both make use of your 3D-card but Direct3D was added later to the game as OpenGL and therefor isn't as optimized as OpenGL... Although some 3D-cards may run better with it.
But aside from that, looks like a good recreation of the bridge itself. Would be nice to see it being lit though.
I'm sorry mulleboy. I was in a bad mode. >_<
No problemo dude. Anytime. Now I hope I can get this freakin' homework done, since I spent most of my time helping you >:(
CURSE YOU!!!!!!!!!!1
(PS: Cool map )
Now I understand it's hard to make combat interesting, but I also think a player doesn't neccesarily have to engage into combat immediatly. In games you often see a certain increase in difficulty. As the player gets more and different weapons, the combat also becomes harder and, hopefully, more interesting. I wouldn't advise you to use grunt enemies at the start immediatly, they're not the most easy ones, especially not at the start when the player is often still low on ammo (or experience?).
I'd also advise you to build things up throughout the level. Integrate the weapons into the gameplay. When the player has a shotgun, give him some opportunities for close combat. When he has the crossbow, let him do some sniping (but try to keep it challenging by not giving away all enemies, or making the snipe positions hard to get to or to stay at. Don't forget to reward a player after some hard fighting either...).
Also, a player doesn't always have to be in combat. Give him some breaks, a little puzzle in between, or just some exploring. Prevent the level from becoming boring so put in some things to keep him busy, or start building tension before the combat (wich can really raise your combat to higher levels, making it belong in the map). Gameplay is more than combat and puzzles alone, you know...
As for the environment, it'd be good to experiment with cover and the like. Don't give away too much of the map at first too, give the player something to explore. Ok, this is a small map and quickly made, but mind it for next maps. Players like to find new things, they often like secrets (fairly hidden ones ;)), the like it when they get rewarded after having done something hard. Otherwise you'll leave them unsatisfied...
I think you put in a great effort, and I just know that your next map would be even better.
+Nice Gameplay
+Nice Architecture
+Layout was pretty cool
-HARD!!
overall.. a 4/5.
- too easy
- no story
- no architecture(all of them are prefabs)
- monster placement sucks
+ at least its kinda fun
1/5
sory:(.Well actually this was a DM map not a SP but your museum lockdown sp map is better than this.
All in all, it seems like a good start to me. Maybe make three or four little room maps like that one and copy them all into one .rmf and connect them. That's if you're looking for ideas on how to proceed...
+ dont listen to other ppl who moan so much its your map its what you want.
lighting is good , arcutecture is good YAY
5 star!
I like Barney. He's a nice guy. Don't shoot him!
Enjoy, and try not to die.
+Well thought out map.
+Lack of ammo adds to the realism and keeps players on their toes.
+Layout in general was good
+Mostly a good choice of textures.
-Monster placement needs to be better, in some cases they are within each others bounding boxes so you get that annoying yellow spore crap flying around. Just move the monsters further apart and make sure none are intersecting walls.
-Pipe textures in the water bit "move" ingame.
All in all this is a real good map that got 4 stars from me, just sort out the monster placing and a few textures here and there and you're all set for a killer map! Keep it up!
a) No screenshot makes you look lazy
b) No screenshot makes it look like you don't care about your map
c) Makes it look like you are too scared to show a real screenshot, so you use a real picture.
:/
Bombsite B now completed. Excruciatingly generic nukes, no bombsite yet (you cant plant) blast dorrs, the whole shabang. I want to ask somebody for a favor. If they can please make me some computers fer my map? im out of creativness, please. either by prefab or a tiny .rmf, Tnx a bunch.
Variety: 4, this would make a great aim map.
Ambience: 5, the water with the sound and all was a nice touch.
Lighting: 2, too bright, no shadows or ambient lighting...
Playability: 3, great layout except for one thing, there's only one ramp at the spawnsites. this shoves eveyone into a small location to be shot. this = a bad thing, two tunnels off to each side would make a fix for this. I like the splash banners, good ads, and it could make a good clan map.
NICE JOB!
overall: 4 stars
i'll take a looksy...