Commented 20 years ago2004-08-25 18:00:20 UTC
in vault item: ravineComment #3592
Mulleboy, you obviously make good maps, but you have a really stupid posting attitude, please stop doing that. Anyway, Zombie, what would happen if you hacked (ripped) a map and made extra rooms with func_walls, would the original map develop a leak?
Commented 20 years ago2004-08-25 17:17:00 UTC
in vault item: CarbaseusComment #18281
Yeah, the team handed me a budget of 4000wpoly so I went to town. Maps I tried to release with 2000wpoly got "needs more detail" comments so I threw them some overkill with this one. At least the average throughout is about 1000-2000, only in that one corner looking in does it jump past 3k.
Commented 20 years ago2004-08-25 16:07:41 UTC
in vault item: CarbaseusComment #18284
Ok I checked it out. I really like the architecture and how its all layed out. The lighting and sounds are cool too. I still think that sky blows though. Also, even though you didn't make the map for older boxes, the 4100 wpoly and 8300 epoly might be unplayable for more than just junk comps. 4 stars imo
Commented 20 years ago2004-08-25 14:36:22 UTC
in vault item: CarbaseusComment #18286
Because it looked good in my opinion. I tried several different skies out of my library but the default one fit the theme well enough that i saw no reason to tack another 800kb onto the download. Give it a whirl- you won't see anything but blue and clouds unless you're up on that one high ledge anyway. Oh, and thanks for the feedback.
Commented 20 years ago2004-08-25 13:01:35 UTC
in vault item: CarbaseusComment #18375
Without having played it, I'll just ask a question about what I see in the screen: Why make something so unique looking, then put in that same old ugly generic sky?
Commented 20 years ago2004-08-25 12:43:17 UTC
in vault item: Gravity TestComment #3581
theres a lot of confusion over trigger_gravities. glad someone straihtened it out. just make the brush like a trigger_once, when someone walks through it, the gravity changes, and stays changed till the play hits another.
Commented 20 years ago2004-08-25 03:08:57 UTC
in vault item: centerComment #3576
It doesn't seem at all like it's complete, but it's an interesting concept. I like the texturing and alot of the architecture, but you're right about it being more about eye candy since there are a good deal of fundamental flaws like random weapon placement, a door that's hard to get through, the stairs over the lava that you have to duck to climb, and the windowed rooms that have no doors. I do think you should continue work on it to make a more refined product though, because it could develop into something nice. Oh, and the yellow light is a bit intense. I probably wouldn't be so critical if it was in the incomplete maps area, since it seems to show some promise.
Commented 20 years ago2004-08-24 22:23:56 UTC
in vault item: CarbaseusComment #19872
I forgot to mention that I set my poly budget for P3 or better with decent acceleration. Game plays fine on the Duron 750 w/ Radeon test machine, so that's what i'll recommend as the minimum requirement. My apologies to those with older boxes.
Commented 20 years ago2004-08-24 20:27:08 UTC
in vault item: Mysterious DiscoveriesComment #3575
this is nice map
+Liked the glass coming down and crushing you +All types of glass (compo entry?) +Getting all the scientists to do those things +Statue At the end -Weird -No story
Commented 20 years ago2004-08-24 05:35:30 UTC
in vault item: LabComment #3558
Floater, your right. That map inspired me as well as the original game. I was just testing really. Now i've got a rough idea of how to make levels look good. Yay!
Look out for my scary map coming soon.
And thanks to everyone who's helped me in the past.
Commented 20 years ago2004-08-24 04:59:13 UTC
in vault item: second chance lvl 1Comment #3555
this is actually a pretty fun map, except for the part where i started in the void at level 3 and had to noclip back into the level :S
+Nice Layout +Level Changes! +Entity placement -Texturing and architecture -level change on lvl 3 doesnt work -i see light, but where is it coming from?
Commented 20 years ago2004-08-24 02:15:16 UTC
in vault item: LabComment #3554
some of the stuff was ripped from muzzleflashe's talking scientists competition entry :|. Anyway score:
+Nice Architecture +Lighting was good +Ambient sounds set the mood perfectly -that sign near the door is stretched, i cant read it -filing cabinets are very big
Commented 20 years ago2004-08-24 02:04:27 UTC
in vault item: LabComment #3553
Nice.
+Ambient sounds are good. +Decent architecture. Lovin' the little light next to the locked door, and the tables are nifty too. +Good texture placement. -Do they make filecabinets that high? -HL comp prefabs are a little out of place. -Maybe add some depth to the flat walls and multi-brush the lab textures (ie bevel that monitor, make some gadgets sticking out, etc.)
Commented 20 years ago2004-08-24 01:26:48 UTC
in vault item: AdrenalineComment #3550
this has to be one of the best maps i've played in quite some time!!
+Nice architecture +Ladders, Lifts +Well Layed out, very well layed out +Water, and ripples! -Texturing -some signs are backwards, on the floor and upside down
I didnt really design ot for game play, just looks, which is decent, but im disapointed in the loss of my terrorstorm2
it was the floor in a hallway, leaking into the void,
excellent map so far !
4 stars imo
OH YE.. woops, this is the comment board? OH SHIT!
+Liked the glass coming down and crushing you
+All types of glass (compo entry?)
+Getting all the scientists to do those things
+Statue At the end
-Weird
-No story
overall=4 stars
GOOD JOB !!!
scary?, that sounds like an entry for my competition:
see http://floater619.tripod.com/
for details (it's called The Horror!)
good texturing.
Nice windows.
4/5
Look out for my scary map coming soon.
And thanks to everyone who's helped me in the past.
+Nice Layout
+Level Changes!
+Entity placement
-Texturing and architecture
-level change on lvl 3 doesnt work
-i see light, but where is it coming from?
OVERAL==3 STARS
+Nice Architecture
+Lighting was good
+Ambient sounds set the mood perfectly
-that sign near the door is stretched, i cant read it
-filing cabinets are very big
4 stars
+Ambient sounds are good.
+Decent architecture. Lovin' the little light next to the locked door, and the tables are nifty too.
+Good texture placement.
-Do they make filecabinets that high?
-HL comp prefabs are a little out of place.
-Maybe add some depth to the flat walls and multi-brush the lab textures (ie bevel that monitor, make some gadgets sticking out, etc.)
+Nice architecture
+Ladders, Lifts
+Well Layed out, very well layed out
+Water, and ripples!
-Texturing
-some signs are backwards, on the floor and upside down
OVERALL== 4 stars
GOOD JOB!!
Nice map!
+Great Architecture!
+Lighting is good
+Realistic
-It's only a test of architecture, so I won't be coming back to it.
4/5, could be a start for a great map!