Comments

Commented 19 years ago2004-06-02 10:05:14 UTC in vault item: pd_allyways2 Comment #2190
Pretty nice, but the lighting is very even. Make the light on one of the ceilings a func_wall, it's making a ghastly black square around it as the lightmap of the shadow is stretched according to your texture sizing.

Nice glass. Did you ask 'Mike to use the trees or are they public?

3/5.
Commented 19 years ago2004-06-02 10:01:10 UTC in vault item: aim_best_hangar Comment #2189
not lit?? aren't there any lights in the map?? :| that should surprise me because normally it should be well lit. So maybe it's a bad upload of my map I dnno.
Commented 19 years ago2004-06-02 09:59:19 UTC in vault item: aim_best_hangar Comment #2188
this is my first map from witch I said, This one looks actually good! It isn't my first map, but I'll try and to better next time
Commented 19 years ago2004-06-02 09:59:05 UTC in vault item: aim_best_hangar Comment #2187
Better than many aim_maps, perhaps a little wider. Nice use of levels (altitude); but...

Why is it not lit? That lost it two stars in my opinion. 1/5.
Commented 19 years ago2004-06-02 09:47:35 UTC in vault item: aim_best_hangar Comment #2186
sounds like you have discovered something new. well, the truth is that cs players may be like deathmach maps, but mappers hate them. no offence, b'coz this is your first completed map, but it looks like...arghh...well, "first map". There is golden rule: NEVER POST YOUR FIRST MAP. it might be brilliant for you, but for mappers with some experience its 5 min work. next time post your work what you really proud off. there are lot of maps like that.
Commented 19 years ago2004-06-02 09:27:58 UTC in vault item: aim_best_hangar Comment #2184
who rated the map without giving any comment? :(
Commented 19 years ago2004-06-02 03:31:05 UTC in vault item: crate_land Comment #2181
I've played it, and indeed, I still don't recommend it's release.

Crate-textured prefabs and a very strange layout. OK, first map... however, I've seen better first maps.
Commented 19 years ago2004-06-01 08:35:59 UTC in vault item: de_chasm Comment #2180
sorry, it's www.mapcore.net (the one site link i posted)
Commented 19 years ago2004-06-01 08:35:05 UTC in vault item: de_chasm Comment #2179
What!? download not working!? Search 4 some free webhosting and host your map, please. I use www.freewebs.com try it ;|
Commented 19 years ago2004-06-01 08:32:55 UTC in vault item: de_chasm Comment #2178
Looks great, gona download it now!

"Does anyone know any other good places to get a map seen?"

Yeah, go to the following sites and pimp the map on the forums, it worx!! :)

www.lanmaniax.com & www.mapcore.com
Commented 19 years ago2004-06-01 08:26:46 UTC in vault item: de_iridium Comment #2177
I luv this map!! I played it over LAN with some friends and it rox!! I also luv de_vine also by slackiller (he my hero :) Yo maps rule !! When next one done ? i luv this map!!!!

PS: How u play a custom map with Condition Zero bots?
Commented 19 years ago2004-06-01 08:15:12 UTC in vault item: de_cretewarz Comment #2176
(Pressing FIRE button) lol :) I just copied the map.txt file in there... sorry about rating map myself, I just thought that no-one will see it if no (or good) rating is given, sorry. This is one of my "fun" maps and yeah that is why it's kinda crates and 4 walls :) thanx for all the comments though !! q|*_*|p
Commented 19 years ago2004-06-01 06:06:34 UTC in vault item: compact Comment #2175
i have too agree it kinda cruddy but then again it wierd

EDIT: Wow, I sucked at typing way back when... >_>
Commented 19 years ago2004-06-01 06:02:55 UTC in vault item: The Playtest Comment #2174
u overused that crete wall texture but it was still nice
Commented 19 years ago2004-06-01 05:43:56 UTC in vault item: murmuring_cathedral Comment #2173
all of your maps are too dark
Commented 19 years ago2004-06-01 05:42:54 UTC in vault item: crate_land Comment #2172
compared to your other stages youve gone down in skill
Commented 19 years ago2004-06-01 03:05:18 UTC in vault item: Map Starter Comment #2171
Improving performance? It's fine isn't it? Well, if it's that laggy, remove the animated light for a static one, animated lights have some effect on performance. Further, r_speeds are OK, and so is the performance... :)
Commented 19 years ago2004-06-01 02:45:36 UTC in vault item: The Playtest Comment #2170
Works fine for me now. Maybe that was because I was busy with my portfolio website...
Commented 19 years ago2004-06-01 02:27:35 UTC in vault item: Map Starter Comment #2169
WARNING: Couldn't open esm.wad. Perhaps the RMF'd be good too?
Commented 19 years ago2004-05-31 23:47:25 UTC in vault item: The Playtest Comment #2168
the download link isn't working. :(
Commented 19 years ago2004-05-31 22:29:14 UTC in vault item: mega_house Comment #2167
Massive download? 777.75 kb is massive?
Commented 19 years ago2004-05-31 20:58:05 UTC in vault item: Mountainside Comment #2166
Just a little improvement based on what Captian P said, you should make some paper in the level with the code on it, make it like a paper on a bulletin board or (a good idea) give hallways #'s and make all those #'s a code... wow I ammuse myself.
Commented 19 years ago2004-05-31 20:54:18 UTC in vault item: mega_house Comment #2165
OK dude you submitted this map a long time ago and just resubmited it
Commented 19 years ago2004-05-31 20:52:12 UTC in vault item: crate_land Comment #2164
he he he we have a smartass at this site (I mean that in a good way
Commented 19 years ago2004-05-31 19:15:07 UTC in vault item: Issues Comment #2163
LINK IS DEAD - need config file
Commented 19 years ago2004-05-31 15:34:30 UTC in vault item: The Playtest Comment #2162
So, of course it makes for a bad deathmatch map. If you want deathmatch, take a look at my map 'Detention'...
Commented 19 years ago2004-05-31 15:33:51 UTC in vault item: The Playtest Comment #2161
Deathmatch??? This map isn't a deathmatch map, it's singelplayer! My competition entry! Heh, I though at least that was clearly stated...
Commented 19 years ago2004-05-31 15:20:01 UTC in vault item: Detention Comment #2160
Once again, too boxy, the only decent thing is the stairway but that looks like it is boxy too. The RPG is anoying, and so is climbing up fifty stairways. I was going up a stairway and two people shoot RPG rockets at me. I had three choices, down into one rocket, up into the other, or jump susidally off the ledge. The gameplay isn't great but I give you a E for effort!
Commented 19 years ago2004-05-31 15:16:24 UTC in vault item: The Playtest Comment #2159
Its small, short and is boxy. Atlease the lighting is practical. Not too great of a deathmatch, I played it with 2 other mapping friends and they did not like the gameplay.
Commented 19 years ago2004-05-31 15:11:30 UTC in vault item: Mountainside Comment #2158
This map was made before Scarred_Earth.
Commented 19 years ago2004-05-31 14:41:51 UTC in vault item: Aim_No_Rush Comment #2157
map is boring.
Bad texturing some times.
Can be made in a minute or two.
And what about afk dudes??
I give it a 1.
Commented 19 years ago2004-05-31 11:44:59 UTC in vault item: The Playtest Comment #2156
I wish I was as good as this...nice job.
Commented 19 years ago2004-05-31 09:42:53 UTC in vault item: Mechanical Stairs Comment #2155
That few units might have made the difference then.
Commented 19 years ago2004-05-31 09:15:13 UTC in vault item: crate_land Comment #2154
Cut the crap Captain.

You should use more than one texture.
Commented 19 years ago2004-05-31 07:28:08 UTC in vault item: HL-Practice-1 Comment #2153
map "map-name" works... :)
Commented 19 years ago2004-05-31 06:36:14 UTC in vault item: Sabotage Comment #2152
Well, spice up the spaceships achitecture. Maybe larger spaceships as they can be really large. Try to make the inside realistic, watching Star Wars and such films can be very helpfull here.

Make the path the player has to follow (e.g. the things he has to do, how he can proceed) a bit more obvious to take away the confusion about 'what am I supposed to do?'.

Oh, and beware face splitting. Those little lamps on the walls split up the walls into a lot of faces. Make these little lamps entities.
Commented 19 years ago2004-05-31 05:40:33 UTC in vault item: murmuring_cathedral Comment #2151
Strange...

Nice idea's but bad worked out. Very narrow in most corridors like in most of your maps. That's no good in deathmatch. Movement is hard again, due to the small holes in the floor now and then, and the narrow stairs. Texture usage is just BAD, only one texture for nearly everything. Boring... Architecture is relatively nice but gets broken by the texture usage and layout. I found a dead-end that later became passable after I switched that switch. However... how am I going to get up there then?

Study popular DM levels and identify their weak and strong points. Especially study their layout. You can benefit from it greatly, as it's your weakest point so far I can see.
Commented 19 years ago2004-05-31 05:34:53 UTC in vault item: Sw_Snowflake (Snow-War) Comment #2150
Commented 19 years ago2004-05-31 05:32:41 UTC in vault item: crate_land Comment #2149
"Would not recommend it for a deathmatch."

Then I would not recommend it's release.
Commented 19 years ago2004-05-31 05:30:35 UTC in vault item: mega_house Comment #2148
I'm getting more impressed by your details but definitely not by your layout. Nice details you're addind, nice things all together, they give a strong sense of place, but I feel it's hard to navigate trough, the doors block quick movement a lot, only one staircase wich can become quite a bottleneck. I also feel the map doesn't benefit from Valve's textures. Some strange shadows now and then, but most ligthing looks decent but not perfect.

However... where's the front door? Why are there no windows? Those things really add to the feeling of a house.

After all, I don't think it would make a very good deathmatch map. Too small corridors, too cramped, too slow. Since you're interested in details and secrets, may I suggest you focus on a singleplayer map first?
Commented 19 years ago2004-05-31 05:18:04 UTC in vault item: Mountainside Comment #2147
Some improvements since 'Scarred Earth', but it still lacks a lot. Ligthing is fine, but the ancient parts are way too dark, especially that (way too long) corridor.

Connectivity is not very special, the vents are long and slow to move around. The doors have to be opened again and again, it takes a lot of speed out of the map. After all, I didn't found it fun to open doors again and again. Heh, that little door that contained the Long Jump Module even closed after me so I was locked! Man, get rid of those doors and vents. Some can be nice but here it makes the map annoyingly slow.

Crack the code? Nope. And I'm not going to invest time in it. Again, give us a clue where or how we can reach a secret. Cracking a code without any way to find it on a paper somewhere is madness. It's too hard and very annoying.

I've seen some details now and then and I liked them. I wish the rest of the map was some more detailed, it looks like just a lot of rough brushes. It lacks finesse. The research part also lacked sense of place. It could've been any sort of well, bunker-alike structure.
Commented 19 years ago2004-05-31 05:01:46 UTC in vault item: scarred_earth Comment #2146
Nice lighting although a little more contrast could've made it more interesting. Really small, I didn't like the size and layout as there's only one place where people meet. Maybe some more connections?

As for the secrets... no single hint at them. I had to find them with noclipping. To be honest, it's no fun trying every wall tile if it opens. Give a little hint at least.

I liked the possibility to get up there, but since it's a crawlspace, you're an easy target. Oh, and also... don't give that fence a steep edge, I couldn't get on it while crawling wich was very annoying, I had to jump. Mind those little things by testing yourself and questioning yourself if it's good or not.
Commented 19 years ago2004-05-31 04:33:34 UTC in vault item: The Playtest Comment #2145
Heh, I was surprized it was rated down to 4 but had no extra comments. Maybe I'm too suspicious after what happened with Detention... :(

Whether I use scripted_sentences or ambient_generics, they still represent the sci's talking. Although you can not see them doesn't mean that it's not them who talk. Meh, I had to do the voice-acting better, it may be somewhat unclear I see now...
Commented 19 years ago2004-05-31 02:35:06 UTC in vault item: The Playtest Comment #2144
who wants to know what the secret is????!!!! coz i know! (this map should be 5 stars... but i never rate more than once)
Commented 19 years ago2004-05-30 23:25:48 UTC in vault item: De_Hidden Comment #2143
lol
Commented 19 years ago2004-05-30 21:44:17 UTC in vault item: Sw_Little_Snow_Town 2 (Snow-War) Comment #2142
HAHA Thats funny! Ever seen the mod YODA? Thats hilarious
Commented 19 years ago2004-05-30 21:10:33 UTC in vault item: Sw_Snowflake (Snow-War) Comment #2141
What the hell is "snow war" and where do I download it!?!?!?
Commented 19 years ago2004-05-30 19:01:58 UTC in vault item: Sw_Little_Snow_Town 2 (Snow-War) Comment #2140
It's a very fun mod! :D
Commented 19 years ago2004-05-30 19:01:11 UTC in vault item: Sw_Little_Snow_Town 2 (Snow-War) Comment #2139
Commented 19 years ago2004-05-30 17:25:36 UTC in vault item: Amateur Textures Comment #2138
Well, the "shag rug" (LOL) was an effect I made a long time ago... as for the walls, that was intentional (the blurry colors)... the ceiling however shrugs stupid I know hehe.