Commented 20 years ago2004-08-18 21:33:12 UTC
in vault item: Mysterious DiscoveriesComment #3438
Updated - better. There's ground, and the sci sitting and reading is nice, though I b0rked it up by taking a crowbar to him - should be set to no interruptions.
Commented 20 years ago2004-08-18 20:09:47 UTC
in vault item: tournamentComment #3435
Here is what I hoped to accomplish with this map.
1. Eye Candy. Adding detail with architecture, sprites, models, sounds, and other entities. My other maps were "blah".
2. Build a map that wasn't two dimensional. Like Datacore, this map has it's semi-ups and semi-downs. I wanted (and had) two outside areas, but it wouldn't handle it.
3. Keep a texturing theme, possibly create a texture theme from scratch. Had too many other problems to add textures to it, but I did learn alot about Wally and models in general. By the way, I have the transparancy .dlls in my old won folder. I can see the models when I test run the map, but I loaded it onto a commercial game server and nobody could see them.
4. Skip brushes. I don't think you looked in the .rmf because I wasn't wondering if I needed more, per se. I was wondering if the ones I had were placed relatively correct. But I did use skip brushes.
5. Trains. The cut away parts of the map had two trains running, one a target, one attached to an env_beam, with random path_corners in the sky and on the ground. So I learned alot about it... you don't get to see it, though....
6. Texture lighting. I haven't extensively used texture lighting, and I think everything in this map is lit with texture lighting. Not well, mind you, but it's there.
7. Low r_speeds. I was shooting for 95% of the map to be 800 or less.
I will keep working at it, but I'm really getting sick of this map. Which doesn't help the "perfection" part.
Commented 20 years ago2004-08-18 19:52:40 UTC
in vault item: Glass defence systemComment #3434
good. though it looks like thos 'FRAGILE' crates are floating. this is alot better than my entry.
my pros and cons:
+Good Architecture +Pretty good camera work +Good scripting +You are being creative with glass.. good. -Crates are floating above ground, didnt really bother me much though. still you should fix them. -Rollerskates eh?, well you could have them brake the door, shoot the barneys and then run to the spot where the glas defense system is.
Its a concmap, it seems so far, there are no teleporters that teleport you back to the start of the jump when you mess up, and its a tad big + you used carve (It goes very slowly in my hammre)
:S surly the quality of the content is worth the big download. the finnal download with be for a proper installer. thats if i ever get it finnished, i need a solution to this bug some time soon or else its just not going to happen at all, i've just taken more houses at work because i need the extra cash to feed my shopping addictions so for the momment mapping is on hold and i might even be quitting some time soon.
Commented 20 years ago2004-08-18 15:53:07 UTC
in vault item: Glass defence systemComment #3424
The grunts were already dead when i hit the glass defence button, except for that guy doing something while you grab the gun. No fair! Yes....rollerskates. And Leaks in my maps are actually an artistic expression of my fractured consciousness. Bit messy lookin so far, could you maybe space everything out a bit? Camera made me a bit dizzy too! Still better than mine.
Umm. Floater... This is supposed to be a JOKE map. Not realistic. Why need door when there is no use for one? All u gotta do i kill the poor little sci. Realisim doesnt really fit in to my map And plz floater, i think u should improve your mapping yourself before nagging on others texture alignments!!! ARG! RAWR! GRR!
Commented 20 years ago2004-08-18 06:35:37 UTC
in vault item: fy_NewWorldComment #3406
well the glass it`s braking a little harder than usual so you can climb up the roof where you can find a sniper and that`s the olny place you will find it.
Commented 20 years ago2004-08-18 05:43:40 UTC
in vault item: cs_test32Comment #3405
Do you know how to take a screenshot? Press F5 in game or press prtscn and open paint and paste it, then save it. If you used f5 then look in C:/sierra/half-life. And it should be in there somewhere. Then post it here.
Commented 20 years ago2004-08-18 05:42:36 UTC
in vault item: deadnighborComment #3404
Do you know how to take a screenshot? Press F5 in game or press prtscn and open paint and paste it, then save it. If you used f5 then look in C:sierra/half-life. And it should be in there somewhere. Then post it here.
Commented 20 years ago2004-08-18 05:42:25 UTC
in vault item: de_desertpatrolComment #3403
Do you know how to take a screenshot? Press F5 in game or press prtscn and open paint and paste it, then save it. If you used f5 then look in C:/sierra/half-life. And it should be in there somewhere. Then post it here.
Commented 20 years ago2004-08-18 05:35:46 UTC
in vault item: fy_NewWorldComment #3400
The only vagely nice thing is the blue glass. The map looks bland, has flat walls. What is the point of having the glass rooms?, its the worst place to be, someone with an awp and your toast.
Commented 20 years ago2004-08-18 04:32:15 UTC
in vault item: tournamentComment #3397
I've only played the map now, didn't look at the rmf.
Well, the first thing that comes to mind is that the nature of the map tends more towards singleplayer than multiplayer. Highly-detailed, over-detailed at several area's (resulting in bad performance). Connectivity seems ok at most places but some area's would lend themselves better for SP, like some small dead-ends (the kitchen for example. You're not going to chrouch-jump over that obstacle to get that gun, only to find yourself being trapped in there by some grenade-launching player). Texturing let you down, especially in the industrial area. Lighting isn't really special but not bad either. Try some variation with dark spots maybe. The office-part doesn't seem to work together with the industrial part, they don't fit together the way they do now. Maybe create an outside part and have them in two different buildings? Another thing is the interactivity. It's nice and fun but I feel it's not practical here. Look at crossfire, that air raid affected the gameplay in a nice way. Here, your tricks seem to distract from gameplay. At a certain moment I thought those wheels would be turnable too, only to find them being just details... Also, doors that open very slowly break down the pace of the game. Players want action, and want it quick. Such doors are a pain when you're fraggin'... unless they're well implemented, like as an access to a super-weapon or such. Performance in this map was a bit low in some area's and I don't see hint brushes taking that away. Cut down on details, you need to. Another thing: there was a door, next to the red bath, that was especially hard to navigate trough. Something that needs to be fixed. And the music, I liked it. Too bad it's only heard a very small part of the map... I'd say you should make it a background music for the map or throw it out, as it adds quite a lot to the downloads filesize...
As for the models, they showed up just fine by me, maybe you don't have those transparancy dll's?
(Oh, and you've included all files needed to play, so that's no problem. Yeah, I've seen your first description... ;))
Commented 20 years ago2004-08-18 04:00:03 UTC
in vault item: cs_test32Comment #3396
Again, no de_airstip.wad. Please include that one in your map or zip file, or tell us that it's for CS 1.6. A bit more info is really welcome now and then, you know.
all the scientist did was stand on the coveyer belt, he never reached the yellow striped area so heres my pros and cons:
+Good Architecture +Nice Looking Lasers +Alot of scientists -The machine never works right i have to noclip through the wall and gib the scis with my crowbar, after using impulse 101! -the man and skulls sign are very small and hard to look at because they are slanted -the textures where a bit off.
also, you should add a couple doors in there, add one in the room where the players starts, so he knows where he came from and it doesn't look like he was just dropped in the room, and also add a door to go out where the scientists are spawned. add a crowbar or handgun somewhere in the map, so when the player starts and the machine doesn't work, he can grab the crowbar go through the door and gib the scientists himself! happy mapping! P.S. I Like your other maps, keep up good work!!
me says me want to squish those scientists brains! me downloading now me going to rate after i download me says i shouldnt be reffering to myself in third person
1. Eye Candy. Adding detail with architecture, sprites, models, sounds, and other entities. My other maps were "blah".
2. Build a map that wasn't two dimensional. Like Datacore, this map has it's semi-ups and semi-downs. I wanted (and had) two outside areas, but it wouldn't handle it.
3. Keep a texturing theme, possibly create a texture theme from scratch. Had too many other problems to add textures to it, but I did learn alot about Wally and models in general. By the way, I have the transparancy .dlls in my old won folder. I can see the models when I test run the map, but I loaded it onto a commercial game server and nobody could see them.
4. Skip brushes. I don't think you looked in the .rmf because I wasn't wondering if I needed more, per se. I was wondering if the ones I had were placed relatively correct. But I did use skip brushes.
5. Trains. The cut away parts of the map had two trains running, one a target, one attached to an env_beam, with random path_corners in the sky and on the ground. So I learned alot about it... you don't get to see it, though....
6. Texture lighting. I haven't extensively used texture lighting, and I think everything in this map is lit with texture lighting. Not well, mind you, but it's there.
7. Low r_speeds. I was shooting for 95% of the map to be 800 or less.
I will keep working at it, but I'm really getting sick of this map. Which doesn't help the "perfection" part.
though it looks like thos 'FRAGILE' crates are floating.
this is alot better than my entry.
my pros and cons:
+Good Architecture
+Pretty good camera work
+Good scripting
+You are being creative with glass.. good.
-Crates are floating above ground, didnt really bother me much though. still you should fix them.
-Rollerskates eh?, well you could have them brake the door, shoot the barneys and then run to the spot where the glas defense system is.
4 stars.
*t@[JEDI]@t* one.
Press F5 in game or press prtscn and open paint and paste it, then save it.
If you used f5 then look in C:/sierra/half-life.
And it should be in there somewhere.
Then post it here.
Press F5 in game or press prtscn and open paint and paste it, then save it.
If you used f5 then look in C:sierra/half-life.
And it should be in there somewhere.
Then post it here.
Press F5 in game or press prtscn and open paint and paste it, then save it.
If you used f5 then look in C:/sierra/half-life.
And it should be in there somewhere.
Then post it here.
The map looks bland, has flat walls.
What is the point of having the glass rooms?, its the worst place to be, someone with an awp and your toast.
Well, the first thing that comes to mind is that the nature of the map tends more towards singleplayer than multiplayer. Highly-detailed, over-detailed at several area's (resulting in bad performance). Connectivity seems ok at most places but some area's would lend themselves better for SP, like some small dead-ends (the kitchen for example. You're not going to chrouch-jump over that obstacle to get that gun, only to find yourself being trapped in there by some grenade-launching player).
Texturing let you down, especially in the industrial area. Lighting isn't really special but not bad either. Try some variation with dark spots maybe.
The office-part doesn't seem to work together with the industrial part, they don't fit together the way they do now. Maybe create an outside part and have them in two different buildings?
Another thing is the interactivity. It's nice and fun but I feel it's not practical here. Look at crossfire, that air raid affected the gameplay in a nice way. Here, your tricks seem to distract from gameplay. At a certain moment I thought those wheels would be turnable too, only to find them being just details... Also, doors that open very slowly break down the pace of the game. Players want action, and want it quick. Such doors are a pain when you're fraggin'... unless they're well implemented, like as an access to a super-weapon or such.
Performance in this map was a bit low in some area's and I don't see hint brushes taking that away. Cut down on details, you need to.
Another thing: there was a door, next to the red bath, that was especially hard to navigate trough. Something that needs to be fixed.
And the music, I liked it. Too bad it's only heard a very small part of the map... I'd say you should make it a background music for the map or throw it out, as it adds quite a lot to the downloads filesize...
As for the models, they showed up just fine by me, maybe you don't have those transparancy dll's?
(Oh, and you've included all files needed to play, so that's no problem. Yeah, I've seen your first description... ;))
+Great for a first map!
+Plenty of fun!
+Good ammo amount (unless you're a noob)
-Bad lighting
-No sky
3/5, but since this is your first map, I'll give you a four.
all the scientist did was stand on the coveyer belt, he never reached the yellow striped area so heres my pros and cons:
+Good Architecture
+Nice Looking Lasers
+Alot of scientists
-The machine never works right i have to noclip through the wall and gib the scis with my crowbar, after using impulse 101!
-the man and skulls sign are very small and hard to look at because they are slanted
-the textures where a bit off.
also, you should add a couple doors in there, add one in the room where the players starts, so he knows where he came from and it doesn't look like he was just dropped in the room, and also add a door to go out where the scientists are spawned. add a crowbar or handgun somewhere in the map, so when the player starts and the machine doesn't work, he can grab the crowbar go through the door and gib the scientists himself! happy mapping!
P.S. I Like your other maps, keep up good work!!
me downloading now
me going to rate after i download
me says i shouldnt be reffering to myself in third person
there it stopped.