Commented 20 years ago2004-10-03 08:21:07 UTC
in vault item: Nightmare: A horror mapComment #4228
texturing was... nice. loved that part where you gave an illusion of the hall getting longer as you waled down it. for the less knowlegable, you should write a tut onthat. 4 stars.
Commented 20 years ago2004-10-03 05:33:13 UTC
in vault item: Nightmare: A horror mapComment #4224
what zombies i played but there were no monsters the only thing that jumped at me was the face goin boo liked the wavy floor felt like i was on a hollodeck lol it was neat though just didnt see any monsters ? 3.65-5
Commented 20 years ago2004-10-03 05:15:51 UTC
in vault item: Nightmare: A horror mapComment #4222
Very good, not particulary scary, but the hologram flying towards you was good. +Nice textures. +Nice placement of monsters. +Don't go outside the walls. +Lighting as Trapy said, I thought of Tron really when i saw the map. -You get the assault rifle, would of been better without it. -Ending, even though i got all but one zombie to kill themselves i couldn't kill the last one, and i just exited. -The clocks where back to front with the 9 being where the 3 is supposed to be and so on. -Sounds? where?
Still a great map, sa they are just minor concerns really. 5/5.
Commented 20 years ago2004-10-03 03:55:57 UTC
in vault item: Nightmare: A horror mapComment #4221
Yeah, the sounds were borked for me too. Not bad, not bad at all! I must agree, the textures were...unusual to say the least. I thought that using lumbering, slow zombies wasn't a good idea...didn't keep me on my toes. 4 Stars.
Commented 20 years ago2004-10-02 23:08:41 UTC
in vault item: Nightmare: A horror mapComment #4220
I think I screwed up with the sound cause I didnt hear much lol... But I think it was good anyway. IMO the pictures on the walls didn't match the setting - fake packman world with real pictures? Real textures would be better but I cannot complain. It was good. Because the sounds werent right - the only time I jumped was running up those stairs with the headcrab at the top that just flew at me out of no where. 4/5
Commented 20 years ago2004-10-02 22:05:29 UTC
in vault item: Nightmare: A horror mapComment #4217
It didn't really scare me overall. I suppose the scariness wore off once you expected a monster to be in every room.
Still, I liked this map very much. It seemed to be well thought out, and you notice it while you are walking through. The only thing I didn't like was that teleport thing at the start. That was unbelievably annoying.
Here's what I think of the map: +Atmosphere - Pretty scary. +Texturing - I think the texturing fit in real well. +Lighting - It was pretty much lit completely the whole way through, but with the dark textures it didn't seem like it. Very very nicely done. +-Monster Placement - It was quite good at the start, but it kinda went downhill towards the end. -Ending - Preeety stupid ending. I eventually gave up. I could've kept runnin' all day. I really would've liked to see a good ending, even if you end up dying. Something scripted or something. It just didn't feel right being put into a room full of zombies.
Thats about it. I think it was a real good map which I enjoyed playing.
Commented 20 years ago2004-10-02 07:51:20 UTC
in vault item: aim_mw_pistolsComment #4208
thx..maby u r right about the ammo...but than u have 6 pistols and that leaves u whit more than 100 bullets..and i dont think the time it takes 2 shift weapon maxes the reload time
Commented 20 years ago2004-10-02 07:44:22 UTC
in vault item: Glass Entry - ForcefieldComment #4207
i like the map, but as g_kid and trapt have said, not very glass orientated ;P it would have fit in the machine compo in July ! in that compo i'd guess it at least would be showing off.. i'd give it 3/5
Commented 20 years ago2004-10-02 07:40:47 UTC
in vault item: aim_mw_pistolsComment #4206
hmm, i dont really know why, but i sort of like it... you get too little ammo, only one magazine per pistol? what kinda stairs is that? LOL, funny though =) i would have liked to test this map with real persons... it could be better, but gj to be your first map i think... ;P
Commented 20 years ago2004-10-02 07:08:47 UTC
in vault item: aim_mw_pistolsComment #4202
It would help me alot if the ppl droping by..would give a small comment...like omg and u call u self a mapper or hey whit som prectis or even keep up the good worke ^-^
Commented 20 years ago2004-10-02 06:26:38 UTC
in vault item: aim_mw_pistolsComment #4200
lol sry...last night i was trying 2 opload the Fucking screenshot + the bsp,,but when i was 2 ignorent 2 make it a zip...I was told the upload was deleated so i dit not know that this was saved:(
Commented 20 years ago2004-10-02 06:18:38 UTC
in vault item: Glass Entry - ForcefieldComment #4199
Small and not very glass orientated. Still pretty cool though. I had fun noclipping onto the little platform and seeing it from the view of the headcrab.
Anyway, it was alright, but I expected so much more from you Mulleboy.
Commented 20 years ago2004-10-02 05:31:32 UTC
in vault item: GTI Blue-OX Energy DrinkComment #4198
I also got a MOD made specially for my maps only. I textures all new skins and weapons. But the problem is that i currently have DIALUP... I will swtich to DSL this friday... so i will post my 40MB mod then!
Commented 20 years ago2004-10-02 01:33:00 UTC
in vault item: fy_simpsons_streetComment #4195
my opinion, i dont really think the sky suits the scene. but i like the simpsons, and this map looks fun. and where did you get the simpsons wad. i want it bad.
Commented 20 years ago2004-10-01 14:57:32 UTC
in vault item: GTI Blue-OX Energy DrinkComment #4187
that was a self rate wasnt it? rating the map high wont make people like it any more than they already do. the rating system is for YOU to see what people think of your map. if you have to rate your map yourself, then its probably too crap to get anything above 1. /ratingrant
Commented 20 years ago2004-10-01 08:48:12 UTC
in vault item: de_antidustComment #4184
and i never said dust was bad or anything about the layout, just that its bland, i think there is like 5 textures in the whole map, and most of them are the same color, but i do still love it, one of those maps that sticks to ya
Commented 20 years ago2004-10-01 08:46:30 UTC
in vault item: de_antidustComment #4183
I seem to be drawn to squares....yea, about r_speeds, i started making this a long time ago, when i didnt really care about that stuff, but any tips on reducing? not that i can do a whole lot since i dont have rmf, and i lost it cuz i had to reformat my hd, so i dont think ill find it by searching...
Actually, you have created an AND gate using geometry... A good way to explain how a multisource works actually. In fact, it's an AND gate too, but then done by coding.
I'd say, using a multisource is better as it's specifically designed for these situations, but you could use this map to illustrate how a it works. Fun...
Make sure you are playing in HL, and make sure you are playing in SP mode.
liked the wavy floor felt like i was on a hollodeck lol
it was neat though just didnt see any monsters ?
3.65-5
+Nice textures.
+Nice placement of monsters.
+Don't go outside the walls.
+Lighting as Trapy said, I thought of Tron really when i saw the map.
-You get the assault rifle, would of been better without it.
-Ending, even though i got all but one zombie to kill themselves i couldn't kill the last one, and i just exited.
-The clocks where back to front with the 9 being where the 3 is supposed to be and so on.
-Sounds? where?
Still a great map, sa they are just minor concerns really.
5/5.
It was good. Because the sounds werent right - the only time I jumped was running up those stairs with the headcrab at the top that just flew at me out of no where.
4/5
That was pretty good.
It actually scared me at a point, when I walked down the hallway and the scream went off as the face came toward me.
This is a great start to making horror maps, although, here is what I think could be made different on your next horror map:
- Use real textures, not like a wireframe thing. You need to make it more realistic in a horror map.
- Different enemies. Gargs go well with horror.
- It needs to be dark in some areas, with different colored lights and different effects.
- You need to spread out your monsters a little more.
Overall pretty good.I like the pictures on the walls. That added a good scarry atmostphere.
Read my horror tutorial called "adding atmosphere" on this site before working on your next one (please make another horror map).
also I stretch the possibility of making a horror map-pack... maybe with a team...
overall it was a lot better than the crap usually in the mapvault, so I give it *****
Still, I liked this map very much. It seemed to be well thought out, and you notice it while you are walking through. The only thing I didn't like was that teleport thing at the start. That was unbelievably annoying.
Here's what I think of the map:
+Atmosphere - Pretty scary.
+Texturing - I think the texturing fit in real well.
+Lighting - It was pretty much lit completely the whole way through, but with the dark textures it didn't seem like it. Very very nicely done.
+-Monster Placement - It was quite good at the start, but it kinda went downhill towards the end.
-Ending - Preeety stupid ending. I eventually gave up. I could've kept runnin' all day. I really would've liked to see a good ending, even if you end up dying. Something scripted or something. It just didn't feel right being put into a room full of zombies.
Thats about it. I think it was a real good map which I enjoyed playing.
Well Done
4.5/5 stars (rounded to 5)
btw Dust textuers may be few but Powerfule tools 2 create N1 looking maps ^^
4/5
Anyway, it was alright, but I expected so much more from you Mulleboy.
3/5
Oh well.... i'll put the screenshot!
I agree... because if you do it with the multisource, you use one less entity.
rating the map high wont make people like it any more than they already do. the rating system is for YOU to see what people think of your map. if you have to rate your map yourself, then its probably too crap to get anything above 1.
/ratingrant
I'd say, using a multisource is better as it's specifically designed for these situations, but you could use this map to illustrate how a it works. Fun...