Commented 20 years ago2004-08-06 08:33:22 UTC
in vault item: My RoomComment #3184
Hmmm, floater, i scaled the map by 8, thats big enough.
For those of you who have trouble downloading the file, ill rename .zip to... err... .lol. So you can download it, and then re-renamce .lol to .zip again.
Commented 20 years ago2004-08-06 04:27:37 UTC
in vault item: My first mapComment #3178
for a first map it is not bad, some tips, i can call this harmly finishd. you used better texturing and brushwork then the avarege first map. still dont put it in the map vault, people dont like seeing all crappy 2 room first maps. i see you used some tricks wiht the lightning etc. there is not much to see except some prefabs, do not try to use those. people do not like seeing the bmrf prefabs in every map.
im not going to rate this because it is not finihsd and should not be in this vault, move it to the unfinishd maps vault.
Commented 20 years ago2004-08-05 07:34:12 UTC
in vault item: The castleComment #3165
Another note: put on a screenshot if you want some attention to your map. Most people will ignore maps without screenshots. It's a bad first impression, you know...
Commented 20 years ago2004-08-05 07:33:21 UTC
in vault item: The castleComment #3164
But you've actually got elevators in your first map. Good. However, this map isn't 'finished' at all. So, let's give some advice...
First, the map is full-bright. Wich means, you have a leak, OR you haven't placed light entities in the map, OR you haven't run RAD. Maps without lighting are like Wolfenstein maps. Ugly. Second, since I was able to get 'drown' in the sky, I think you're using the old compile tools. Search Google for ZHLT, the latest compile tools.
Now onto the map itself. Crowbars are already equipped at the start of a deathmatch, so there's no need to place those in a deathmatch level. Also, monsters standard don't show up in deathmatch games, so you can leave those rats out too.
Commented 20 years ago2004-08-04 22:55:35 UTC
in vault item: SmallfortsComment #3161
Interesting assymetrical design (like casbah). 3v3 probably good. However, I found it a little difficult to get around easily - narrow hallways, shallow water, etc. Doors are slow. I hate getting hurt leaving my own spawn area! Horizontal doors (sniper area?) opened at different rates. Also suggest naming your zip files with the bsp name. Considering it's your first effort - 3 stars.
Commented 20 years ago2004-08-04 22:38:21 UTC
in vault item: slidez_lComment #3160
Good to excellent texturing. Looks very playable. Lighting is well-done though maybe a little unusual. Personal preference - I don't like the difficulty in coming out of the water access (hung-up on edges) in the flag room. I also got hung-up on some of the signs which are not flush. If that's intentional, it's unusual for TFC. Rated 4 stars.
Commented 20 years ago2004-08-04 17:50:44 UTC
in vault item: concfortComment #3157
I like soldier RJ stuff in particular so this map pretty well limits the classes that can go after a capture. Soldier, scout, medic. Was able to pipe-jump a demoman. Didn't try an engineer. A pyro could make hay of the sniper-loft-capture area though. Suggest adding an alternate return route as some damage incurred just getting to the other fort. Maybe make yard door blowable and un-blowable by demos? Routes out after respawn and in after capture seem a little tedious. Maybe a little more decoration? Hidey-holes for SGs? Hallways very cramped.
Commented 20 years ago2004-08-04 17:28:46 UTC
in vault item: LoadingbayComment #3156
Locked my machine up (Windoze XP) good and proper. Required a powerdown(!) - looking for fullmoon-something-or-other somewhere-or-other. Might consider moving this to "In progress.."
Commented 20 years ago2004-08-04 17:17:16 UTC
in vault item: RazorsedgeComment #3155
sorta small. And without ammo, looks like a bloodbath kind of DM arena. 16 shells is pretty small number to do any killing of spies. Nice texturing and lighting, though my far clip plane was short and sky flickered a bit.
Commented 20 years ago2004-08-04 17:03:08 UTC
in vault item: BulaComment #3154
Not a bad first TFC map, Geek. IMHO, the grate by the front window (front sniper area, no?) needs to be widened to allow snipers to range from side to side completely without falling off platform.
Commented 20 years ago2004-08-03 19:43:17 UTC
in vault item: Underground FacilityComment #3141
Very nice.
In the begenning of the map, my suit got stuck in the train and then when it passed through that door, the suit got stuck and dragged through the train and stayed there. I had to impulse 101 myself a suit (no give_ in steam ) and it just looked quite odd.
The map's base architecture looks very good, texture alignment and selection is top-notch (those tnnl and c1a0 textures work quite well together) but the map is lacking detail in some areas. The hallway to teh security room is quite bare and boring, and the ashtray in the security room is tucked behind the vending machine and bench and looks a bit unrealistic in it's placement.
Overall, nice work, my comments are just tiny tiny little things that most people wouldn't tend to notice in a map :p.
Commented 20 years ago2004-08-03 19:04:08 UTC
in vault item: Madness2Comment #3140
(im not rating my self with the 3 stars, i will change this rating according to the average of other peoples ratings)
OOOOOOOOOOOOO i serached this site i typed "opposing force tutorials" and stuff along the lines of that, and nothing popped up, i guess ill take a crack at it then, if your still up to doing it for me that would be great, but other wise, ill get at it myself
The Download must work now.
For those of you who have trouble downloading the file, ill rename .zip to... err... .lol. So you can download it, and then re-renamce .lol to .zip again.
Know that you're up against Dutch mappers...
Good luck anyway!
I'm gunna make my room too. It'll be the best damn room map ever.
Oh, and I put the URL in the description for you.
3/5.
you used better texturing and brushwork then the avarege first map. still dont put it in the map vault, people dont like seeing all crappy 2 room first maps.
i see you used some tricks wiht the lightning etc.
there is not much to see except some prefabs, do not try to use those. people do not like seeing the bmrf prefabs in every map.
im not going to rate this because it is not finihsd and should not be in this vault, move it to the unfinishd maps vault.
its really starting to bug me
The scripted_sequence of the grunt torching the door, of course...
looks like a good map, i'm downloading it now.
Are you french? just wanted to know because,
you have posters of a french singer.
and a rats-map for this map would be good!
just make a few ladders here and there.
and scale the room up by 3 or so.
Its perfectly normal to have a sink in other room then just the bathroom, here in Holland.
A rats map version is in the making...
First, the map is full-bright. Wich means, you have a leak, OR you haven't placed light entities in the map, OR you haven't run RAD. Maps without lighting are like Wolfenstein maps. Ugly.
Second, since I was able to get 'drown' in the sky, I think you're using the old compile tools. Search Google for ZHLT, the latest compile tools.
Now onto the map itself. Crowbars are already equipped at the start of a deathmatch, so there's no need to place those in a deathmatch level. Also, monsters standard don't show up in deathmatch games, so you can leave those rats out too.
That's enough for now, I guess... Good luck!
one thing tho, bumpy concrete?! ;p
http://members.lycos.nl/michielb55/MuzzleFlash/tma_room.zip
Still, you should do something about the proportions of your room, Muzzle...
After all, you're the creator of this map...
This woman is called Alizee, she's a Corsican girl and I must say, she sings pretty good.
Wich still isn't an excuse to use posters of her as wallpaper... @ Muzzle
In the begenning of the map, my suit got stuck in the train and then when it passed through that door, the suit got stuck and dragged through the train and stayed there. I had to impulse 101 myself a suit (no give_ in steam ) and it just looked quite odd.
The map's base architecture looks very good, texture alignment and selection is top-notch (those tnnl and c1a0 textures work quite well together) but the map is lacking detail in some areas. The hallway to teh security room is quite bare and boring, and the ashtray in the security room is tucked behind the vending machine and bench and looks a bit unrealistic in it's placement.
Overall, nice work, my comments are just tiny tiny little things that most people wouldn't tend to notice in a map :p.
OOOOOOOOOOOOO i serached this site i typed "opposing force tutorials" and stuff along the lines of that, and nothing popped up, i guess ill take a crack at it then, if your still up to doing it for me that would be great, but other wise, ill get at it myself
And im NOT obsessed! Im just a fan of her. She's a french singer.
Ratmap... Hmmmmzz. I might build one based on this one.