Comments

Commented 19 years ago2004-07-14 15:52:40 UTC in vault item: Intruder: Cliffhanger Comment #2705
Here's my review:

+Liked the breaking rocks.
+Cool part at the end with func_ladder.
+-Waterfall was OK...
-Unrealistic (a floating cliff in the middle of nowhere?)
Add some rocks at the bottom and sides to make it look like it's not floating.
-A little too hard...

Overall, I give it a 3 out of 5.
Commented 19 years ago2004-07-14 14:24:24 UTC in vault item: Help? Comment #2704
The map has to be a bit smaller, because it is touching the edge of the grid. It makes compiler angry.
Commented 19 years ago2004-07-14 13:49:02 UTC in vault item: The Discombobulator Comment #2703
Oh crud...now I've lost the compo. Oh well.
Commented 19 years ago2004-07-14 12:20:24 UTC in vault item: The Discombobulator Comment #2702
wut does happen at the end of half-life game?
not bad...
Commented 19 years ago2004-07-14 11:44:01 UTC in vault item: Water Flood Comment #2701
nice......how do you do dat.....-.- i wish i was thatgood.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-07-14 10:17:06 UTC in vault item: The Discombobulator Comment #2699
i survived and killed a grunt :) did i win!??
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-07-14 05:02:23 UTC in vault item: de_xbox Comment #2696
I think there are some errors in this map, or in my computer
Commented 19 years ago2004-07-14 02:17:06 UTC in vault item: The Discombobulator Comment #2695
look that was amazing....hes got the first prize i can see anyway.....but the ending is O.K

especially when you've got only little time to make the mod answell as LIVE your life.....so well done mate
Commented 19 years ago2004-07-13 23:28:00 UTC in vault item: Multi-Level Elevators Comment #2694
Nobody should really care about texturing in example maps (I know don't) as long you know what your doing after looking at the map.
Commented 19 years ago2004-07-13 22:54:16 UTC in vault item: The Discombobulator Comment #2693
Nice idea. The little touches made it quite good, however the ending was a bit of a let down. Still good work, and good luck!
Commented 19 years ago2004-07-13 18:58:29 UTC in vault item: Multi-Level Elevators Comment #2692
Thank you.
Commented 19 years ago2004-07-13 14:10:53 UTC in vault item: The Discombobulator Comment #2691
Sorry :) I only started half-way through the timelimit.
Commented 19 years ago2004-07-13 13:48:17 UTC in vault item: The Discombobulator Comment #2690
Well yeah but I was expecting so much more :o
Commented 19 years ago2004-07-13 13:26:05 UTC in vault item: The Discombobulator Comment #2689
I thought HLers'd recognise the familiar ending text :
Commented 19 years ago2004-07-13 07:10:22 UTC in vault item: The Discombobulator Comment #2688
Unclear ending. I was waiting for something to happen.
Commented 19 years ago2004-07-13 06:02:21 UTC in vault item: The Discombobulator Comment #2687
err? Does it end where it says Gordon freeman, terminated blah blah blah?
Commented 19 years ago2004-07-13 05:27:46 UTC in vault item: The Discombobulator Comment #2686
Nice.
Commented 19 years ago2004-07-12 19:22:16 UTC in vault item: My first map Comment #2685
All i can say is next time you update it, PLEASE PLEASE TAKE AWAYYYYY THE SPACES, i would tell you what i think of it but i don't have the ambition to go through all the crap you need to if there's spaces
Commented 19 years ago2004-07-12 17:45:30 UTC in vault item: aim_radioactive Comment #2684
umm it says this is for half life
Commented 19 years ago2004-07-12 12:38:01 UTC in vault item: fun_fallwar2 Comment #2683
the zip file messes up real bad. not work :(

btw, are the r_speeds on that map ok?
Commented 19 years ago2004-07-12 12:36:33 UTC in vault item: de_mazing_world4 Comment #2682
what really goes down well with a cs map + waypoints is a nice cool glass of screenie!
Commented 19 years ago2004-07-12 11:55:42 UTC in vault item: awp_court Comment #2681
If you made a brush that was 128 untis in the smallest grid, then zoomed out all the way, it would still be 128 units.
Commented 19 years ago2004-07-12 11:46:52 UTC in vault item: Mystery leak in Midmap Comment #2680
you should have said it was a half-life map... no one gives a crap about tfc here ;). hi lou :P
Commented 19 years ago2004-07-12 10:20:13 UTC in vault item: de_sandmonkey Comment #2679
hehe -- 'Sandmonkey' -- Why???
Commented 19 years ago2004-07-12 04:07:22 UTC in vault item: awp_court Comment #2678
humm yea i figured out the units and placed them like you said. ehhh it raised my r_speeds by about 500 and even 1000-1200 in some places. my hint brushes are the anti leet :(
Commented 19 years ago2004-07-12 02:20:59 UTC in vault item: awp_court Comment #2677
Thanks for the compliment anthony and all your help rabid
Commented 19 years ago2004-07-12 02:20:15 UTC in vault item: awp_court Comment #2676
Im am going to sound like a real noob but when you say 128 units you mean when you make the grids really really small and zoom in alot, is that 1 unit? Also ppl are always saying make a x by y by z brush to do what ever. Is there something in hammer that you can just type in the sizes and it will pop one out for you?
Commented 19 years ago2004-07-11 23:35:08 UTC in vault item: awp_court Comment #2675
*Stretching. I'm having spelling problems lately.
Commented 19 years ago2004-07-11 23:13:40 UTC in vault item: A Snow Effect Comment #2674
Yep, I'll update someday now!
Commented 19 years ago2004-07-11 23:10:44 UTC in vault item: awp_court Comment #2673
Looks nice from the screenie btw :)
Commented 19 years ago2004-07-11 23:07:26 UTC in vault item: awp_court Comment #2672
They probably don't work because it is an open map. Hint brushes are only really useful in indoor areas. Try placing hint brushes every 128 units or so, strecthing from floor to ceiling, vertical and horizontal, and you may see a little speed increase.
Commented 19 years ago2004-07-11 21:38:17 UTC in vault item: as_evil Comment #2671
nice map
but in some areas, i felt dwarfed. There was a door that was like 2 times the size of a person(the panic bar was up to my head!)
Commented 19 years ago2004-07-11 16:46:17 UTC in vault item: Pendulum Comment #2670
what does func_pendulum do anyways?
Commented 19 years ago2004-07-11 16:45:20 UTC in vault item: Pendulum Comment #2669
I have an error..:( (Error NULL not found in textures) or somthing like that...
Commented 19 years ago2004-07-11 15:32:15 UTC in vault item: Courtyard2 Comment #2668
I uploaded a revision. It will most likely be the last revision. Thanks for the critiques!

(And it's the minor things I'd like to know about. I'm trying to improve... really I am!)
Commented 19 years ago2004-07-11 12:29:07 UTC in vault item: Just for Frags (3 maps) Comment #2667
Start with the gauss?
Hm, I'm afraid that's a bug.
Commented 19 years ago2004-07-11 02:30:31 UTC in vault item: Scripting Comment #2666
Sweet exit (matrix style) I love it! how do you get them to talk and wave?
Commented 19 years ago2004-07-11 01:15:20 UTC in vault item: cp_vc_tunnels (Tour of Duty) Comment #2665
o srry i dident mean leaks i ment there are a few holes in the tunnles ok srry that in dident make that clear
Commented 19 years ago2004-07-10 23:12:31 UTC in vault item: Courtyard2 Comment #2664
No problem. It was nice to play, my detail complaints are just minor things I tend to look at as a mapper. I like the crates in the courtyard, they have some variety, rather than being all the same, and are good hiding spots.
Commented 19 years ago2004-07-10 15:54:01 UTC in vault item: The Big Tower of Death Comment #2663
u should have led zepplin stairway to heaven playing in the background :D
Commented 19 years ago2004-07-10 14:33:31 UTC in vault item: The Big Tower of Death Comment #2662
OMG was that supposed to be a multiplayermap?
cos i found it hard enough gettin up the stairs neway and if ur gettin shot at that woyuld be impposible
sorry but tis true
Commented 19 years ago2004-07-10 14:25:14 UTC in vault item: Corridor Comment #2661
what the hell i fell through the map as soon as i tried playin it
Commented 19 years ago2004-07-10 14:20:41 UTC in vault item: WallClimber Comment #2660
thats was a decent first map alot better than my first
Commented 19 years ago2004-07-10 12:01:40 UTC in vault item: cp_vc_tunnels (Tour of Duty) Comment #2659
if it has leaks dont put it in the completed vault! in fact dont put it here if there are ANY errors!
Commented 19 years ago2004-07-10 10:18:14 UTC in vault item: The Big Tower of Death Comment #2658
makes killbox seem like a golden chicken egg
Commented 19 years ago2004-07-10 02:25:52 UTC in vault item: Courtyard2 Comment #2657
I will get a screenshot of it.
Texture behind building = bad = yes!
I will see if I can put some brush details in it. Courtyard is really non-descript, but nothing says this has to be also. Thanks for checking it out.
Commented 19 years ago2004-07-10 02:13:16 UTC in vault item: Courtyard2 Comment #2656
It was fun to play. I liked it. The textures were a bit repetitive, and that wood texture behind the big building looked out of place and odd. Otherwise, it looked OK. Maybe some more brush details like columns and supports would look nice. And upload a screenie, not many people will d/l it otherwise.