Comments

Commented 19 years ago2004-05-30 17:16:37 UTC in vault item: The Playtest Comment #2137
Don'y u use ambient generics though in most of the map instead of scis using sentances :D

+ whats this secret :D
Commented 19 years ago2004-05-30 15:45:36 UTC in vault item: Sw_Little_Snow_Town 2 (Snow-War) Comment #2136
yesa already for 2 years ore longer
Commented 19 years ago2004-05-30 15:40:51 UTC in vault item: sky_city Comment #2135
I don't. Besides, that post was made 2 months ago.
Commented 19 years ago2004-05-30 15:38:22 UTC in vault item: midniteSTREETZ Comment #2134
You filled up every possible place for Worldcraft?! Isnt that unstable?!
Commented 19 years ago2004-05-30 15:25:49 UTC in vault item: Sw_Little_Snow_Town 2 (Snow-War) Comment #2133
Theres a mod with snowball fights?!
Commented 19 years ago2004-05-30 15:19:04 UTC in vault item: crazymap Comment #2132
The map isnt bad at all, its quite interesting. The only thing Im not quite happy about is that its not finished.
Keep up the good work Franko!
Commented 19 years ago2004-05-30 14:58:39 UTC in vault item: Amateur Textures Comment #2131
Ah! Looks like my first textures!

Well, a nice first try but obvious a lot to improve on. Just like me. :)

1. None of the textures is totally seamless, you can see the tiling effect by the non-seaming edges.
2. The textures don't really look like the material they have to represent. Look at the real world, photographs and try to imitate that. It helps for me...
3. The wall has very ugly blurring colors. Really wastes it.

After all, these are your first ones and not fitted for real use. But you're doing it and I'm sure you'll improve and get the hang of it. I can see shape, contour and depth in your textures already and that's good. Continue, Esmajor, and you'll get good after a while.
Commented 19 years ago2004-05-30 13:33:51 UTC in vault item: HL-Practice-1 Comment #2130
For future reference, don't put "-" in the file name - HL won't recognize any characters from there up
Commented 19 years ago2004-05-30 10:43:52 UTC in vault item: The Playtest Comment #2129
The sci's talking is integrated with the rest of the map. Maybe it's not so clear because of the, in my opinion, bad voice-acting. But the voices you hear are the scientists babbling about the map.
Commented 19 years ago2004-05-30 08:27:51 UTC in vault item: The Playtest Comment #2128
I thought it was pretty good but there weren't many scis talking to each other apart from at the end. I would of expected more of that for this kind of contest because that was what it was about
Commented 19 years ago2004-05-30 08:24:25 UTC in vault item: The Playtest Comment #2127
It was Muzzle that told me not to send it. Too bad I had already send it in...

Heh, it's my developers keybindings, I can check r_speeds with a few keys, wireframes, godmode, noclip, suit, impulse 101, and so on. Heh, little fault... sorry! :)
Commented 19 years ago2004-05-30 07:04:35 UTC in vault item: The Playtest Comment #2126
/me quotes:
"Ok, I dunno if this is the secret, but I found some crazy keybindings!"

Heh, CP has send in his own config.cfg file, with all of his keybindings. It was to late to fix, since he allready submitted his map. So here's mij advise for everyone:

Never send your config.cfg file with your mod.
Commented 19 years ago2004-05-30 05:46:05 UTC in vault item: The Playtest Comment #2125
I also noticed those strange keybindings. Now onto the map. That was brilliant. :) Great Architecture, texturing and the great gameplay. I say ***. And i found your secret. hard to get to though... im not goin to say what it is but it really isnt much. definetly not a bazooka :P "you found my secret" (its not a secret room).lol great effort. I wish i could map like you.

-Trapt
Commented 19 years ago2004-05-30 03:40:02 UTC in vault item: The Playtest Comment #2124
Ok, I dunno if this is the secret, but I found some crazy keybindings!

'm' - drops a longjump module
'i' - drops a grenade for the MP5
'k' - voicerecord...?
'n' - toggles noclip
'8' - toggles gl_wireframe 2
'9' - toggles gl_wireframe 1
'0' - toggles gl_wireframe 0

What the heck?
Commented 19 years ago2004-05-30 03:35:53 UTC in vault item: The Playtest Comment #2123
If you played trough the end you'll see where the talking's coming from... :)
Commented 19 years ago2004-05-30 02:46:28 UTC in vault item: The Playtest Comment #2122
Hey, great job on the architecture - really pretty looking, and great flow. I liked it a lot, but a few things confused me. I hear the talking, but I have no clue where it's coming from, or where I'm supposed to think it's coming from. And why am I randomly running through this area? But yeah, I like the looks, but I feel the map has little or unclear purpose.
Commented 19 years ago2004-05-29 16:49:53 UTC in vault item: Sabotage Comment #2121
i need textures. and what else i should do i cant remembe. tell me what i should do n ill do it.
Commented 19 years ago2004-05-29 15:46:46 UTC in vault item: killring Comment #2120
you laugh when he insults your map?

Sorry, but I hate rip offs, even though its not much like killbox, it still is a ripoff.
Commented 19 years ago2004-05-29 15:40:45 UTC in vault item: The Playtest Comment #2119
Hey man I really liked your map, and I agree completely with essential, maps like these make non-hl people hl people (w/e that means) lol. I didn't find the secret in this but it was very enjoyable. I don't really know or care about rspeeds, but my graphics got a little choppy in some big areas. +Architecture +Textures +Gameplay :)
Commented 19 years ago2004-05-29 14:18:35 UTC in vault item: ants_bathroom v 1.1 Comment #2118
IF you have 1.0, unknown, to use the lightswitch you have to shoot it.
Commented 19 years ago2004-05-29 14:09:22 UTC in vault item: compact Comment #2117
Humm you know what you should have? Some sort of counter thing and then when you kill, say 10 (w/e), you get moved to a completely new arena!
Commented 19 years ago2004-05-29 14:06:28 UTC in vault item: cs_deadline Comment #2116
Wow this was amazing, I mean really amazing. It was like it should have been made by Valve themselves! How did you get all those textures man? There were a few completely slight problems but probably I am the only one who would see them. Anway this is defenitally 5 stars!
Commented 19 years ago2004-05-29 11:53:08 UTC in vault item: The Playtest Comment #2115
This was a real treat to play :), even if it was small. GJ
Commented 19 years ago2004-05-29 11:36:56 UTC in vault item: The Playtest Comment #2114
Wow. I wish I could map like you, lol. You are going to blow my map away! I found the secret, yes. Nothing wrong with this map exept that the pipes should sound like metal, but who cares, it's awesome!
Commented 19 years ago2004-05-29 10:32:07 UTC in vault item: The Playtest Comment #2113
nope, where i should look 4 it? and what the secret supposed to be? bazooka? :)) or secret room?
Commented 19 years ago2004-05-29 09:38:04 UTC in vault item: cs_canyon_lab Comment #2112
errrr.... skybox.............
Commented 19 years ago2004-05-29 09:30:21 UTC in vault item: Mechanical Stairs Comment #2111
It was weird... I moved the catwalk down a couple units and it worked... it doesnt make any sense as gordon was able to walk up past the last step, but then the catwalk was stopping him - I didn;t have the catwalk more than a few units higher than the last step.
Commented 19 years ago2004-05-29 08:48:20 UTC in vault item: The Playtest Comment #2110
As for lots of enemies, I wanted to experiment with few enemies instead of masses. I think proper use of few can make a map much more fun to play, it adds tension whereas a map that features grunts around every corner loses the surprise effect pretty soon.

Oh, did you found the secret bytheway?
Commented 19 years ago2004-05-29 08:46:30 UTC in vault item: The Playtest Comment #2109
It's short, indeed. 2 weeks is little time for such a map, so I had to let some things go and just finish it. Indeed, I would've made some textures for this if I had more time, I feel I've overused the concrete. Some little things like the step sound and auto-save spots, as well as an end_game trigger and some texture alignment could've done better but there was little time left for such tweaking. Next map better! :)

BTW: Nice you liked it!
Commented 19 years ago2004-05-29 08:31:36 UTC in vault item: The Playtest Comment #2108
i must say wow!:) usualy i dont play hl, but i've tested this map. this map made me understand that mapping for hl can be as fun (or even more better) as for cs. offcource gamplay is very short (not more than 4-5 mins), but map is for compo, isnt it? i know nothing about compos, but i liked this map, architecture, textures, etc. only thing i missed is lots of guns and enemies :))oh, btw too many concret, could be more metal (the grates over pipes could sound as metal when you run over it). i wish your maps ware for cs :)
Commented 19 years ago2004-05-29 04:08:29 UTC in vault item: compact Comment #2107
Hhm, so it's supposed to be a DM-map? Pretty bad connectivity, very small feeling to it. Probably hard to navigate in it, too small overall. Have a look at popular DM levels and figure out what made them good, then play around with those factors.
Commented 19 years ago2004-05-29 03:04:16 UTC in vault item: compact Comment #2106
wow, your rating is screwed. but il chek it out later, little to early for me now:P
Commented 19 years ago2004-05-28 21:01:31 UTC in vault item: fy_ospace Comment #2105
I like that Its a new orginal map w/o a buy zone that was neat as that one guy said crates dont work too well mabey tabels
Commented 19 years ago2004-05-28 20:56:54 UTC in vault item: cs_deadline Comment #2104
I liked this map very much I really liked the rats eating that dead body that loked nice I like the moving water and the ambient nosies I think maby add a police car noise but It dont need it your a really good mapper and when I fix my mapping problems I plan to post my 1st map I hope you will like it :) you did a good job man/girl
Commented 19 years ago2004-05-28 15:15:26 UTC in vault item: compact Comment #2103
this is supposed to be a deathmatch arena not a single player level. I agree that I should add some detail, fix lighting and change where you get weapons and I will. I will fix any bugs you find as well.
Commented 19 years ago2004-05-28 10:53:36 UTC in vault item: Sabotage Comment #2102
How's progress BTW?
Commented 19 years ago2004-05-28 10:40:15 UTC in vault item: compact Comment #2101
Give the level a bit more sense of space too. I mean, let it represent an area with a purpose, not just a generic level. And it might be nice for the player to be able to achieve something, e.g. give him some challenge. Killing houdeye's might be fun but it's not challenging with the weaponry I had at my disposal. Gradually expose the player to more though enemy's and give him a reward when he's done a hard job, like letting the player find a new weapon or let him see a particular beautiful part of the level, just something that satisfies a player. Like he has earned it.
Commented 19 years ago2004-05-28 06:16:20 UTC in vault item: compact Comment #2100
Try pushing the button in the tunnel while someones obove ground(but push it again afterwards). And also I will try to fix all the cons about it and update this map.
Commented 19 years ago2004-05-28 03:26:37 UTC in vault item: compact Comment #2099
Goodmap
Commented 19 years ago2004-05-28 01:09:26 UTC in vault item: compact Comment #2098
I found it less great than you thought it was. If it's for the flamethrower idea, I like it. The rest of the map wasn't that interesting.

Pros:
1. Flamethrower.
2. Rapid rocketlauncher (let the mayhem start!).

Cons:
1. Little mayhem to start. Fast paced? No. Only once in a while a houndeye popped up to die by the guns.
2. The map is kindof purposeless. I checked out the flamethrower and that's pretty much all reason I played this thing.
3. Too simple architecture, although some nice details now and then, overall it's way too simple.
4. Bad lighting. Looks ugly, in some places it's light but I can't see lamps or light sources (water area).
5. Bad water. Make it's max. wave height way lower, this looks very ugly.

A tip: don't enclose your map with a box. Only makes compile times longer because all the extra space and faces that have to be compiled.

Another tip: I'd suggest you should read some articles about design, what makes a map good. I wish you a lot of succes with further maps!
Commented 19 years ago2004-05-27 20:15:15 UTC in vault item: crazymap Comment #2097
no
Commented 19 years ago2004-05-27 19:10:40 UTC in vault item: BlackOP Retreat Comment #2096
well so far it looks ok..
Commented 19 years ago2004-05-27 18:57:01 UTC in vault item: crazymap Comment #2095
Is this for HL?
Commented 19 years ago2004-05-27 17:31:36 UTC in vault item: CS-Practice-1 Comment #2094
put it in Unfinished sect.
Commented 19 years ago2004-05-27 17:27:07 UTC in vault item: fy_highway2 Comment #2093
ITS TEH TOOOH!
Rock on dude -|__|
Commented 19 years ago2004-05-27 15:37:18 UTC in vault item: crazymap Comment #2092
This is a map from a mod in wich I was working with others mappers. Sadly, I never finished it. The light in the tunnel is not the final lighting. Please, post some comments
Commented 19 years ago2004-05-27 12:26:57 UTC in vault item: fy_highway2 Comment #2091
Pros:
1. Nice setting, a desert highway.
2. Nice rocks indeed. Now and then not so good aligned with each other resulting in some extra edges but besides that they look very nice.

Cons:
1. Too small indeed.
2. Bad lighting. Dark rocks but very bright sand? Very strange indeed...
3. Texture stretching made some things look pretty ugly, especially the bridge railing. Just stick to 1.0:1.0 as stretching isn't really necessary in this map.
4. CT's have a way too big advantage. They can drop on the T's from all sides but the T's have only one way up. Too unbalanced.
Commented 19 years ago2004-05-27 11:28:19 UTC in vault item: Mechanical Stairs Comment #2090
Ah, well, anyway...

Have you been able to fix it yet?
Commented 19 years ago2004-05-27 10:06:14 UTC in vault item: cs_deadline Comment #2089
well, you cought your attention on wrong things - those are models.
waiting 4 your next work with original idea :)
Commented 19 years ago2004-05-27 09:12:31 UTC in vault item: fy_highway2 Comment #2088
i fixed few bugs...