Commented 19 years ago2004-07-14 15:52:40 UTC
in vault item: Intruder: CliffhangerComment #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...
Commented 19 years ago2004-07-12 19:22:16 UTC
in vault item: My first mapComment #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 04:07:22 UTC
in vault item: awp_courtComment #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 02:20:15 UTC
in vault item: awp_courtComment #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 23:07:26 UTC
in vault item: awp_courtComment #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 ago2004-07-10 23:12:31 UTC
in vault item: Courtyard2Comment #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 14:33:31 UTC
in vault item: The Big Tower of DeathComment #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 02:25:52 UTC
in vault item: Courtyard2Comment #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: Courtyard2Comment #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.
+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.
not bad...
especially when you've got only little time to make the mod answell as LIVE your life.....so well done mate
btw, are the r_speeds on that map ok?
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!)
(And it's the minor things I'd like to know about. I'm trying to improve... really I am!)
Hm, I'm afraid that's a bug.
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
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.