Commented 20 years ago2004-07-02 01:11:36 UTC
in vault item: underground_1Comment #2570
Actually you do need >1 for the back wall because It's not shaped like a cylinder (when it spirals back up hl engine won't take it with only 1 brush). So, do you think it's too complex for part of a map or not? (I haven't finished it)
Commented 20 years ago2004-07-01 17:11:01 UTC
in vault item: Weird DreamsComment #2568
The Gargantua WAS the ending, it had to be, theres nowhere else to go and you cant reach the gluon gun AND kill the Gargantua all before dying, plus it says "THIS NIGHTMARE IS OVER"
Commented 20 years ago2004-07-01 08:30:59 UTC
in vault item: Weird DreamsComment #2562
I've seen it, the button. And I've well, won, so to say. Sadly nothing happened then... You should let the level at least end by fading it out, a text message like 'The End' or such thing. Would be better.
Commented 20 years ago2004-07-01 07:42:36 UTC
in vault item: Weird DreamsComment #2561
And now the little thing how you can play the map fully.. When you teleport to that cavern, look at ceiling of that big room.. there is button.. shoot it!
Commented 20 years ago2004-07-01 07:40:59 UTC
in vault item: Weird DreamsComment #2560
Hmm.. thanks about ratings! Im wery pleased! Im working on another horror map.. Please wait.. Can take much more time than this "Weird Dreams" because it?s much complex and bigger.. just wait and.. umm.. HAPPY MAPPING!
Commented 20 years ago2004-06-30 15:45:45 UTC
in vault item: Weird DreamsComment #2540
While architecture and texture usage aren't so special, the mood and overall feeling is very good. Indeed a nightmare, but a winnable nightmare. I liked it...
Commented 20 years ago2004-06-30 15:40:05 UTC
in vault item: The Big Tower of DeathComment #2539
You need you use textures that aren't crete, or at least the crete walls with cracks and detail, don't just use only 2 or 3 textures, use more. And stop posting maps that are just crap, take your time and make a good one.
Commented 20 years ago2004-06-30 15:06:41 UTC
in vault item: Weird DreamsComment #2538
A very nice looking map! It's more than good (for me). If you add some more sounds in the background it'll not be a very good map. It's already very good :D. Oh, look at that moment when rocks blocks corridor. It's easy to crawls under it. And Urbanebula why you want a suit there? You already have it in game. 5/5 great map
Commented 20 years ago2004-06-30 14:33:40 UTC
in vault item: High HighComment #2537
well for a first map thats pretty good. things to consider are as follows:
make all brushes not a part of the main structure (i.e pillars and stairs) into func_walls. this will reduce r_speeds for mp and sp games. just type gl_wireframe 2 in the console with developer mode activated and look at how much those stairs split up the walls. cut down on ammo and weapons! 1 part of mp games are grabbing a weapon before someone else does. you will start with a pistol anyway, so theres no need for so many guns. have some texture variation. more textures is easier on the eyes. another point is that the map was pretty much empty. give the map some juice, lasers, elevators, fire, sparks and explosions! im going a little over the top but you get the idea.
Commented 20 years ago2004-06-30 14:12:24 UTC
in vault item: Weird DreamsComment #2535
Jesus. I jumped so many times. I think someone read the atmosphere tutorials.
The headcrab made me jump. When i heard the zombie i ran back into the light as quick as i could. And the bit at the end? I won't tell anyone what it is but JESUS! I nearly sh*t myself. Wasn't expectin that at all.
Nice map but you need to include a suit so that you can change weapons.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-06-29 17:11:54 UTC
in vault item: Just for Frags (3 maps)Comment #2522
As I said, I built them on a LAN party in no time. Of course I can do better, but I wont change these anymore. We gotta play them a least once. 4 players are enoguh for big action.
Commented 20 years ago2004-06-29 16:46:53 UTC
in vault item: ZeromancerComment #2521
Well, you want us to comment so it's up to you to make it easy for us. A recompile without that .wad file wouldn't be a bad move... as for versions, it may be a good habit of saving under different names (mapname_01 and so on).
Anyway, on to the map. The lighting was the first thing that caught my attention. I don't really like it. The different colors on those sections make it look so unnatural. Especially the yellow lights. Texture usage is good except for the groun on the screenshot, that's a specific ceiling texture and doesn't look well on a floor. Architecture is decent but for a storage area it looks too curved. Some straight supporting beams and such would make it look better. The overall map has a strange connection of styles, of area's. A storage facility and a sort of reception area? Doesn't really fit together in my opinion.
Overall, it shows potential, you do pay attention on details now and then, but the map needs some more coherent style.
Commented 20 years ago2004-06-29 16:31:30 UTC
in vault item: SiegeComment #2519
How you can make them better? Look at official and popular maps. This map is just bad at architecture and lighting. The idea is worth a try but that's the only thing I liked here. Just experiment somewhat first, try out maps (without releasing them please), after a while you'll get a hang of it.
And remember... it's better to come with a few stunning maps than with an overload of crap things. Not all maps have to be released, and it's not advisable to be too quick with a release.
Well it beats that amazing phone box of yours
Your arches need to extrude like a dust map. You need a little more texture variety.
2. It will crash
2. What happens if I play it with Half Life?
2. no
3. spirit
2. Can this map be played with normal Half Life?
3. HOW THE CRAP DID YOU GET FOG???!!!!
make all brushes not a part of the main structure (i.e pillars and stairs) into func_walls. this will reduce r_speeds for mp and sp games. just type gl_wireframe 2 in the console with developer mode activated and look at how much those stairs split up the walls.
cut down on ammo and weapons! 1 part of mp games are grabbing a weapon before someone else does. you will start with a pistol anyway, so theres no need for so many guns.
have some texture variation. more textures is easier on the eyes.
another point is that the map was pretty much empty. give the map some juice, lasers, elevators, fire, sparks and explosions! im going a little over the top but you get the idea.
read the tuts, and keep mapping!
The headcrab made me jump. When i heard the zombie i ran back into the light as quick as i could. And the bit at the end? I won't tell anyone what it is but JESUS! I nearly sh*t myself. Wasn't expectin that at all.
Nice map but you need to include a suit so that you can change weapons.
Of course I can do better, but I wont change these anymore.
We gotta play them a least once. 4 players are enoguh for big action.
Anyway, on to the map. The lighting was the first thing that caught my attention. I don't really like it. The different colors on those sections make it look so unnatural. Especially the yellow lights.
Texture usage is good except for the groun on the screenshot, that's a specific ceiling texture and doesn't look well on a floor.
Architecture is decent but for a storage area it looks too curved. Some straight supporting beams and such would make it look better.
The overall map has a strange connection of styles, of area's. A storage facility and a sort of reception area? Doesn't really fit together in my opinion.
Overall, it shows potential, you do pay attention on details now and then, but the map needs some more coherent style.
And remember... it's better to come with a few stunning maps than with an overload of crap things. Not all maps have to be released, and it's not advisable to be too quick with a release.