Commented 20 years ago2004-09-08 12:07:05 UTC
in vault item: Water TestComment #3856
I cant seem to understand exactly what you are saying........are you talking about the difference between the two waters? or have I just made a fool out of myselve??
Commented 20 years ago2004-09-08 07:55:25 UTC
in vault item: Maze MadnessComment #3852
If you're going to work at it some more, move the map into the Unfinished section. Doesnt having an overhead view of the maze as a screenie kinda give the solution away?
Commented 20 years ago2004-09-08 06:08:20 UTC
in vault item: Action FlatComment #3851
No its not!
I think this is a quite funny map!
Even though its not large or brilliant, its still a funny map!
I can see that you are not an experienced mapper, but dont let these dummies take you down!
If you keep on mapping I think you will create some exelent maps later on!!!!! Create maps YOU want to play, not what others think you should create!
But I really cant say that rating your own map does anything good, I think that the reason that they have these raters is so that you can see what others think of you map, but personally I dont care who rates them.
You've had a quite cool idea, but you didn't use it's potential. Basically this is nothing more than Serious Sam on a glass planet. If you make this kind of terrain, you must pay much attention to good clipping. It's annoying to get stuck every 10 meters. I would have wished for some more interactivity. The indoor design is much more interesting than the outside. All in all: + Brushwork - Entitywork - Clipping Three stars.
Commented 20 years ago2004-09-07 12:29:12 UTC
in vault item: trainComment #3841
Strange problem. But it's a really weird map you have here too. Lets face it: that train is just way, way too long. Might cause the problem... Why the last part of the train? The player will never see it as long as he's inside the train...
Strange, but unworkable. I'd suggest you keep it smaller. Smaller trains, smaller area's. Half-Life doesn't support larger area's, sorry.
A way to fake things could be usefull though: just let the station move past the player, while the train is stationary. That's done in Poke646 and the OpFor intro. Might be better here.
Sadly I can't download it... it would probably freeze up while I'm downloading it (I have a crappy dial-up, so anything above 500kb usually freezes up)
I wouldn't mind some ratings (as in stars, for all you stupid people )
And I forgot to mention to have a little look at the only custom texture in the map, which is of course the sign (which is in the screenie). You can't read it in the screenie, so when you're in game, have a look at it. I decided to add a bit of humour in there :D. In case you can't find it, its at the very start of the glass part.
Yeah, so comment and RATE! Although, don't rate without commenting because that would be unfair wouldn't it :D.
Commented 20 years ago2004-09-07 02:57:35 UTC
in vault item: awp_squrelComment #3830
make what YOU want to make. its doubtfull that your first few maps will actually be massivley played by the public, so why in the hell would you worry about what they want. im not saying to make something no one would ever think of spawning in, but since you are somewhat new to mapping, you should be working on stuff that YOU think would be fun to play. you are learning how to do stuff, and working on something you find interesting will keep you moving along in the right direction. once you get some more finished maps under your belt and have a better handle on hammer and what the public wants, THEN start making maps for them. /2cents
Commented 20 years ago2004-09-06 17:00:54 UTC
in vault item: cs_blackmesaComment #3824
I've found your leak. In the end of the map, in the tram tunnel farther from the station, the void touching brushes are func_walled. Entities cannot be used as barriers to the void, just un-func_wall them.
Commented 20 years ago2004-09-06 13:23:40 UTC
in vault item: cs_blackmesaComment #3819
This is no where near a copy or a rip, the map is completly from scratch. The tram alone took a few weeks work from scratch. I think I have also isolated the leaks.. turns out the tram tunnels are responsible somewhere.
Not sure how it will play out when finished on CS, guess im just sick of all the players who havent even heard of Black Mesa or Freeman.
@Coolfat: Not the entire ground, but whilst you are in that planet, yes, the whole ground is made of glass.
More Ratings if you can...
ill wait till tomoz buh bi
hehehehe
A bit tired when you wrote that?
I never meant to discourage him, just saying that this map is bad but if he works harder and longer on his next one it'll probably be good.
The most improvement I've seen from anyone is from Floater619. He's improved a lot the past 60 days or so.
I think this is a quite funny map!
Even though its not large or brilliant, its still a funny map!
I can see that you are not an experienced mapper, but dont let these dummies take you down!
If you keep on mapping I think you will create some exelent maps later on!!!!!
Create maps YOU want to play, not what others think you should create!
But I really cant say that rating your own map does anything good, I think that the reason that they have these raters is so that you can see what others think of you map, but personally I dont care who rates them.
-Textures are bad
-Architecture is worse
-FUN?
-Windows hurt the eyes becuase leaks are everywhere
-Wow... great secrets...
THIS IS COMPLETED? 1/5
Basically this is nothing more than Serious Sam on a glass planet.
If you make this kind of terrain, you must pay much attention to good clipping. It's annoying to get stuck every 10 meters.
I would have wished for some more interactivity.
The indoor design is much more interesting than the outside.
All in all:
+ Brushwork
- Entitywork
- Clipping
Three stars.
Why the last part of the train? The player will never see it as long as he's inside the train...
Strange, but unworkable. I'd suggest you keep it smaller. Smaller trains, smaller area's. Half-Life doesn't support larger area's, sorry.
A way to fake things could be usefull though: just let the station move past the player, while the train is stationary. That's done in Poke646 and the OpFor intro. Might be better here.
Sadly I can't download it... it would probably freeze up while I'm downloading it (I have a crappy dial-up, so anything above 500kb usually freezes up)
And I forgot to mention to have a little look at the only custom texture in the map, which is of course the sign (which is in the screenie). You can't read it in the screenie, so when you're in game, have a look at it. I decided to add a bit of humour in there :D. In case you can't find it, its at the very start of the glass part.
Yeah, so comment and RATE! Although, don't rate without commenting because that would be unfair wouldn't it :D.
stupid school...
+Nice use of scripting
+No bugs
+-OK r_speeds for this kind of thing
-Textures aren't aligned
-They're bland
3/5, liked the duel lasers.
Not sure how it will play out when finished on CS, guess im just sick of all the players who havent even heard of Black Mesa or Freeman.
I'd like to check the map but I'm a bit busy with school right now. So, it's going to be later...
I don't have a clue how to run map, i know rmf, bsp but not map lol
If so i'll download it.