Comments

Commented 20 years ago2004-07-26 01:59:10 UTC in vault item: Sandyfalls Comment #2882
I don't think its 5 stars Floater, look at the texturing. Although, it is a good map, or maybe i'm just blinded by the fact that it is decent and all the other maps lately have been utter crap :)
Commented 20 years ago2004-07-26 00:03:02 UTC in vault item: co_teabags (Combat map for Natural Selection) Comment #2880
looks really nice
Commented 20 years ago2004-07-26 00:00:51 UTC in vault item: New to mapping? Try this... Comment #2879
unless the map is physically uncomplete (i.e. gaping holes or something) it can be classified a completed map Prickly Pimple. Give him some slack
Commented 20 years ago2004-07-25 19:58:16 UTC in vault item: Peephole Comment #2878
no, I'm not really a bratty person. hmmm.. it seems like the downloads are going down, lol.
Commented 20 years ago2004-07-25 19:29:59 UTC in vault item: New to mapping? Try this... Comment #2877
But you do have a point... Gman, please put this into the uncompleted section, it does need work.
Commented 20 years ago2004-07-25 19:28:32 UTC in vault item: New to mapping? Try this... Comment #2876
Go easy on him, noob-hater. It's his first map, and at least he read the tutorials unlike most of the people joining this site!
Commented 20 years ago2004-07-25 19:26:25 UTC in vault item: Sandyfalls Comment #2875
i rated it 5 stars.
Commented 20 years ago2004-07-25 18:57:16 UTC in vault item: Sandyfalls Comment #2874
wrangler, man. this has to be the BEST!! map i've played in a long time. you are a awesome mapper. i think this might just take 1st place. (but i dont want to judge yet.) :)
Commented 20 years ago2004-07-25 18:51:50 UTC in vault item: Sandyfalls Comment #2873
n1ce wrangler, is this the map 4 my compo.
Commented 20 years ago2004-07-25 18:16:05 UTC in vault item: Dream1_ver3 Comment #2872
thanks, ministeve
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Commented 20 years ago2004-07-25 17:39:18 UTC in vault item: Deep Comment #2870
interesting and fun map. keep it up :)
Commented 20 years ago2004-07-25 17:22:21 UTC in vault item: Sandyfalls Comment #2869
yes gj so far. Its sad that this map better than most of the completed maps of late. Is there a way to get into the security room?
Commented 20 years ago2004-07-25 17:06:53 UTC in vault item: New to mapping? Try this... Comment #2868
Come on man. Encouraging a noob is one thing, but rating this map 4 stars is rediculous. The whole map is a room the size of a closet with some prefabs in it. Please take this out of the completed section. Yes it is a good start, but it is FAAAARRRRRRRR from a completed map.
Commented 20 years ago2004-07-25 15:26:20 UTC in vault item: New to mapping? Try this... Comment #2867
Well, I see someone read the "In The Beginning" tutorial series. This is pretty good for a first map, with the monster_maker added. Very nice! Since it's your first map, I'll give a good rating. 4/5 stars. You're on your way!
Commented 20 years ago2004-07-25 14:58:27 UTC in vault item: Overhead door Comment #2866
something? can be to help look on the attach file.
Commented 20 years ago2004-07-25 14:52:58 UTC in vault item: Deep Comment #2865
n1ce. keep up the good work wrangler249!
Commented 20 years ago2004-07-25 14:51:47 UTC in vault item: Starshiptroopers Comment #2864
a note: one of my allies got stuck in the wall so i couldn't play under svencoop. i edited somethings though, and i was able to play it in hl. (no action tho)
Commented 20 years ago2004-07-25 12:44:24 UTC in vault item: Leak (ns_below) (Natural Selection) Comment #2863
Im an ns mapper to and i have problems like that but im not sure how to fix them :(
Commented 20 years ago2004-07-25 08:14:55 UTC in vault item: Canyon Comment #2862
I think its my brightness settings. :| thats why everyones saying my maps are really dark....
Commented 20 years ago2004-07-25 08:12:58 UTC in vault item: Canyon Comment #2861
It's very dark. Could be my brightness settings though.
Commented 20 years ago2004-07-25 07:57:39 UTC in vault item: Timefall (SP Mod) Comment #2860
Brilliant, very hard towards the end but otherwise brill.
Commented 20 years ago2004-07-25 07:55:51 UTC in vault item: cpl_conceled_01 Comment #2859
omg, that's shit m8. seriously, don't bother d/ling this map, it's not very good. the two ruotes from ct spawn could be cut into one, as they lead to the same place (EXACTLY) and one takes longer and has no tactical advantage. i think you're missing the point of cs mapping. look as csd_italy for a near perfect example of a layout that points players to one point in the map, but offers tactical advantages between the routes.
also you have trees and shrubs growing out of concrete... and the texture usage is horrible, teh brushwork is only just above average, in fact, the "rocks" and outer "jungle" is, well.. totally crappy, and doesn't line up for shit. ps, you need to read a tutorial about the triangle terrain method. or give up on a jungle themed map. and also (lol) the map needs to be bigger if you want it to at least have good gameplay.

sorry - try again
Commented 20 years ago2004-07-25 07:48:10 UTC in vault item: Sandyfalls Comment #2858
Yes, nicely done. Some good sequence work and nice layout.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-25 06:41:47 UTC in vault item: Sandyfalls Comment #2855
This is pretty cool!
Commented 20 years ago2004-07-25 05:27:48 UTC in vault item: Deep Comment #2854
..but overall, its very nice. It could probably accomodate some more architectural detail in the room with the security booth, especially on the walls or ceiling, but that chair is nice, as for the lighting in most of the map. The end also got me, I wasnt expecting that. Very nice job.
Commented 20 years ago2004-07-25 05:15:56 UTC in vault item: Deep Comment #2853
It wants cstrike.wad.
Commented 20 years ago2004-07-24 23:20:33 UTC in vault item: Starshiptroopers Comment #2852
i've played it. good for your second map. keep up good work flaming_death.
Commented 20 years ago2004-07-24 23:09:13 UTC in vault item: Starshiptroopers Comment #2851
looks good.
Commented 20 years ago2004-07-24 22:08:21 UTC in vault item: Hostile Takeover Comment #2850
I reckon it's a great start to a map & I give it a 3.5/5.
Commented 20 years ago2004-07-24 20:07:51 UTC in vault item: Starshiptroopers Comment #2849
did you vote this yourself? because nobody except you cares what the ratings say.
Commented 20 years ago2004-07-24 19:57:29 UTC in vault item: Starshiptroopers Comment #2848
if its a svencoop map please say in the description. from what i see it looks ok but could do with some work. as the sc map making guide says, "dont rely on a gimmick for your map. make sure players are constantly moving.". from what i see you have to sit there and shoot all the aliens coming towards you. btw, are those alien models yours? cos if not you should credit the person.
Commented 20 years ago2004-07-24 13:45:14 UTC in vault item: cs_laferme (the farm) Comment #2847
bananamaker try compiling it to work on steam. See how to configure WorldCraft with Steam here (http://www.siteduzero.com/forums/index.php?showtopic=18953) If it works on his computer and not yours maybe his computer has more power? Did you try reinstalling cs? Try it on cs 1.6 and tell me if it works. I'm also french so if you need me to translate this I can just msg me tdhaxor.at.hotmail.com
Commented 20 years ago2004-07-24 13:41:41 UTC in vault item: cs_repairyardtest Comment #2846
can any one help me with hint brushes
Commented 20 years ago2004-07-24 08:39:37 UTC in vault item: aim_relentless beta 0.2 Comment #2845
whopps neva mind :P
Commented 20 years ago2004-07-24 08:39:09 UTC in vault item: aim_relentless beta 0.2 Comment #2844
btw you didnt upload it
Commented 20 years ago2004-07-24 08:38:32 UTC in vault item: aim_relentless beta 0.2 Comment #2843
I also read about making a big block around the whole map and decreasing it slowly to find out in which area the leak is
Commented 20 years ago2004-07-24 08:36:20 UTC in vault item: aim_relentless beta 0.2 Comment #2842
so I should start all over :( aww man :( well If you say so. And Yes I've been using the sites tutorials. I started trying out a bit of everything at the beginners tutorial, and I'm working on intermediate now. I think I'm going to have a look at clipping things
Commented 20 years ago2004-07-24 08:34:19 UTC in vault item: aim_relentless beta 0.2 Comment #2841
well the thing is this one will have vehicles to drive around the map, so its not such of a huge map
Commented 20 years ago2004-07-24 05:22:03 UTC in vault item: fy_icewar_rc1 Comment #2840
room for improvement my friend, still a very simple map. make it more unique!!!
Commented 20 years ago2004-07-23 22:51:21 UTC in vault item: aim_relentless beta 0.2 Comment #2837
In the download have a look at how I have used the minimum amount of brush possible for it to look the way it does (in the areas I fixed). For eg: the sky brush in one of the big boxes only just fits over the walls.

And I also tried to have a uniform wall depth of 4 units for the main walls so that it will be easier to find stuff that's astray.

Final note: you should concentrate on mapping precisely & neatly before you worry about leaks because the neatly you map, the less leaks you have to fix.
Commented 20 years ago2004-07-23 22:43:29 UTC in vault item: aim_relentless beta 0.2 Comment #2835
I actually think you should start again for this map because it's bloody hard & time comsuming to correct errors when everything's been set to 1 unit. I like to use 16 unit grids.

It won't take you long if you look at the tutorials on this site or elsewhere. Have you looked at the beginner tutorials?

And you shouldn't start with such a big map for a first map, you should start with something small & work your way up. You could even make lots of little maps & join them to make a big one so you can find errors more easily or cordon a big map.

I'll give you what I've done but I haven't fixed the leaks; the brushwork is quite awful I must say & until you map clean it will be almost impossible to find the leaks.
Commented 20 years ago2004-07-23 13:35:00 UTC in vault item: aim_relentless beta 0.2 Comment #2834
oh please someone fix it :( I dunno what to do :(
Commented 20 years ago2004-07-23 12:39:53 UTC in vault item: aim_relentless beta 0.2 Comment #2833
Well I tried with leakmarker and I get a leak in midair for some reason :/ looked at all the brushes and could'nt find the slightest thing wrong
Commented 20 years ago2004-07-23 11:46:46 UTC in vault item: Prison Comment #2832
oi dunkoff, dowload it and see for urself.
Commented 20 years ago2004-07-23 07:32:24 UTC in vault item: aim_relentless beta 0.2 Comment #2831
Also, where you have a block representing a wall & you want three blocks for the wall in order to texture the three parts differently, I would make the first block, then clip it into the subsequent blocks so there is no room for error. If you do little things like this every step of the way & try not to use small grid units, leaks won't pop up often.
Commented 20 years ago2004-07-23 06:58:18 UTC in vault item: aim_relentless beta 0.2 Comment #2830
I find that to find those leaks you should first fix those crossing brushes & generally make things tidy before you go on to something else on the map.
Commented 20 years ago2004-07-23 04:48:23 UTC in vault item: SwirusMap (call it "Dream") Comment #2829
Why no one want to help me fix that map? :(