Commented 19 years ago2004-05-23 10:00:12 UTC
in vault item: MarsComment #2015
That I started in the air was because you use info_player_deathmatch, wich is used for muliplayer maps. Info_player_start is for singleplayer maps but I'd advise one in a DM map too, just for quick testing the map from the console.
Commented 19 years ago2004-05-23 09:59:03 UTC
in vault item: MarsComment #2014
I mean I started about 4 meters above the ground and was gibbed almost instantly by the tentacles.
OK, multiplayer map. Some things to know about them: 1. They don't feature monsters. So no zombies, tentacles, grunts, scientists, whatever. You play against human opponents in DM maps. 2. The don't have a linear layout. Good DM maps have good connectivity, so for example when you have to battle area's, you shouldn't make only one connection between them. Make some more so players have a little more choice.
Commented 19 years ago2004-05-23 09:33:09 UTC
in vault item: MarsComment #2011
Tomaatti, listen to my advice. This seems to be both a multiplayer and singleplayer map. Weapon placement like in MP, monsters that belong to SP. The liniear layout of the level is also typically SP, as is camera entity useage.
My question is: what do you want with this map? What's it meant to be? SP or MP?
Commented 19 years ago2004-05-23 09:14:19 UTC
in vault item: aim_roadblockComment #2010
I am impressed... most aim maps I've seen are low-effort cheap looking crap, but this one... man, it's great. Still a quite easy layout but graphically worked out pretty good. Go on and continue mapping, you show you're willing to put some effort in it. It's great to see that!
Commented 19 years ago2004-05-23 07:49:30 UTC
in vault item: de_innercityComment #2008
+ Nice setting + Pretty well-made, I saw no errors - Streetlamps were boringly textured - Poor light placement
2/5. Better than some, but a little plain. Keep going. Also, I strongly advise you read this tutorial: http://cariad.co.za/twhl/tutorial.php?id=54 . In fact, I'd read all the tutorials you can find if I were you (and I did).
Commented 19 years ago2004-05-23 07:43:48 UTC
in vault item: de_smallComment #2007
ok... in the example maps part... this an example of some of the piece of shit maps people decide to put on this site. Please, stop posting stupid maps like this and make maps which are playable and do not consist of 2 rooms and a corridor which is the bomb target using only one texture the whole time. Even if you are a noob, please only put maps on that actually achieve a standard of being playable. Rating your map is bad, Rating your map 5 stars is worse, Rating your shit map 5 stars is the worst thing you could possibly do. Please do not do it again.
Commented 19 years ago2004-05-22 17:21:55 UTC
in vault item: de_icepalaceComment #1998
ghm, this map looks better than cs_aztec to me :). the architecture is really nice, but textures too repeatitive, you can lost out there if dont know map very good. and yes, r_speeds are horrible! it reached 6600! never seen that high
Commented 19 years ago2004-05-22 14:20:12 UTC
in vault item: SabotageComment #1996
Make an alarm panel that says WARNING Alarm will sound and some security override things. And the drone on a monitor, that should be enought for the player.
Commented 19 years ago2004-05-22 11:22:48 UTC
in vault item: LongwayComment #1991
well, it reminds my first map too (actually i think all first maps are similar :)). player start on the wrong turn, facing wall. i think its too large open are, awp there will be the only gun. i see you know how lightning works, transperancy. just find out how works texture application, vertex tool and you'll improve alot. use edifferent altitudes too, flat maps are borring. there are a lot of things you need to know, wellcome to the mapping world! good luck
Commented 19 years ago2004-05-22 10:41:44 UTC
in vault item: killringComment #1988
Falling into that teleporter that puts you back on top is annoying. Especially when there's no other way out. Bad connectivity, bad weapon placement and bad brushwork. Nevermind the texture usage...
Commented 19 years ago2004-05-22 10:37:41 UTC
in vault item: SwampComment #1987
Yes. But actually, when I look at maps, I also often noclip around them. In that way I found out you used a skybox. Anyway, I found the gauss without noclipping.
Commented 19 years ago2004-05-22 10:05:40 UTC
in vault item: SwampComment #1981
Your first map, it shows...
Well, not so bad but I'd like to adress a few points. 1. It seems like a deathmatch map concidering the weapon placement, but you've put monsters in it... very strange... 2. You should work on your textures. A lot of them don't fit the face they're on well. 3. You've put a 'skybox' around your level. Don't do that, only cover the open area's in your map that have sky visible with a skybrush (make sure it's sealed of to prevent leaks).
Well, after all, you seem to know quite a few things of entities already, I'd say, continue mapping.
Commented 19 years ago2004-05-22 09:56:18 UTC
in vault item: LongwayComment #1979
Well, for a first map, not so bad at all. Not really a seriously playable map but it's probably your first steps (brushes) in level-design... Ah, how simple my first compiled map was (oh, the nostalgia...).
Some strange texture scaling BTW. You should find out how to apply textures to a single face and what properties you can give it (scale, offset, rotation, etc.). Well, what can I say more? You just should continue mapping and we'll see...
Commented 19 years ago2004-05-22 03:00:06 UTC
in vault item: SabotageComment #1975
Forgive me my extensive bugtesting but when the drone is in place, you can jump off from it's lowest part and fall on the sky below. A trigger_hurt might fix this...
Commented 19 years ago2004-05-22 02:39:27 UTC
in vault item: de_icepalaceComment #1974
"This is a night map and it IS meant to be dark, so dont complain about it."
Still I will complain about it. Dark maps just aren't popular. Players dislike to be killed by someone they couldn't see. It's a given fact. But OK, go ahead if you want to make dark maps. Don't suspect them to be popular though...
Besides than, I liked: 1. The setting, a temple by night. 2. The moon (or star?) above the temple. Nice little touch.
I didn't like: 1. The extremely high r_speeds. 5000 is way too much. Do some research on r_speeds before you make another map. 2. The somewhat maze-alike layout. You need to focus more on layout IMO. 3. The look. It didn't look nice. Combination of almost total darkness on most faces, and repeating yellow light. Some more variation in lighting, texturing and architecture would be good.
After all, I feel you haven't become really better since cs_aztec. I liked that map much more.
Commented 19 years ago2004-05-22 02:16:07 UTC
in vault item: SabotageComment #1971
Then you have gotten good comments. Albeit more bad points than good point. But hey, at least you have some feedback what player like and don't like.
Let me think... you damage the drone wich causes a warning on the medium ship so the control rooms door opens, right? Then, you control the drone to get into position between the medium and the large ship, then you destroy the large ships small defences. Right. I like the idea. But... your level requires people to know that they have to damage the drone. And that's definitely NOT obvious in this level. After defeating the grunts I had no single idea how to open that door. I wouldn't think of shooting on an object nearby as it seems that can have no influence on a door in another ship. It's not logical. Besides that, the door looks more like a vent entrance than a control room door. But that's just the look and not the gameplay. I suggest making it either more obvious and clear to the player or give him tips with text messages. Although the first option would be better. I must admit that the crack decal does give the player an identification that these guns can be destroyed. That's a good sign towards the player.
OK, I get the point the level has to continue. OK, succes with it!
Commented 19 years ago2004-05-22 01:24:24 UTC
in vault item: de_icepalaceComment #1970
thankyou for your comment and rating.. 3 people rated this thing and only one person commented... god damn if you rate it tell me why you rated it like that
Commented 19 years ago2004-05-22 01:14:34 UTC
in vault item: de_icepalaceComment #1969
Alright, I downloaded and checked it out and I found a few small clipping errors (the rounded curves in the hallways). Other then that I think it looks fine, it seems to me though that it repeats... maybe its the textures or all those torches... hehe. I like the idea, but maybe add a few differences... also I never really liked the bomb site under water... but that is just me... I give it a **
Commented 19 years ago2004-05-21 18:29:08 UTC
in vault item: SabotageComment #1967
i need more variation on the ship textures. to open the door destroy the restraints on the cargo bit of the lil ship. for the turret i put a crack decal at the turret u destroy. as i asid its in a state of being finished but still has areas to work on. the idea was u enter the big ship and do something which is being put into a later map. i consider a good comment something liek "the *** was good" or "good points ***** bad points *******"
OK, multiplayer map. Some things to know about them:
1. They don't feature monsters. So no zombies, tentacles, grunts, scientists, whatever. You play against human opponents in DM maps.
2. The don't have a linear layout. Good DM maps have good connectivity, so for example when you have to battle area's, you shouldn't make only one connection between them. Make some more so players have a little more choice.
Did you see the car in window??
Ohno you mean you started always from bottom?
My question is: what do you want with this map? What's it meant to be? SP or MP?
I imagine that's the kinda language you speak, producing maps like this.
+ Pretty well-made, I saw no errors
- Streetlamps were boringly textured
- Poor light placement
2/5. Better than some, but a little plain. Keep going. Also, I strongly advise you read this tutorial: http://cariad.co.za/twhl/tutorial.php?id=54 . In fact, I'd read all the tutorials you can find if I were you (and I did).
-Trapt
(Sorry, I couldn't resist that one!)
Well, not so bad but I'd like to adress a few points.
1. It seems like a deathmatch map concidering the weapon placement, but you've put monsters in it... very strange...
2. You should work on your textures. A lot of them don't fit the face they're on well.
3. You've put a 'skybox' around your level. Don't do that, only cover the open area's in your map that have sky visible with a skybrush (make sure it's sealed of to prevent leaks).
Well, after all, you seem to know quite a few things of entities already, I'd say, continue mapping.
Some strange texture scaling BTW. You should find out how to apply textures to a single face and what properties you can give it (scale, offset, rotation, etc.). Well, what can I say more? You just should continue mapping and we'll see...
Still I will complain about it. Dark maps just aren't popular. Players dislike to be killed by someone they couldn't see. It's a given fact. But OK, go ahead if you want to make dark maps. Don't suspect them to be popular though...
Besides than, I liked:
1. The setting, a temple by night.
2. The moon (or star?) above the temple. Nice little touch.
I didn't like:
1. The extremely high r_speeds. 5000 is way too much. Do some research on r_speeds before you make another map.
2. The somewhat maze-alike layout. You need to focus more on layout IMO.
3. The look. It didn't look nice. Combination of almost total darkness on most faces, and repeating yellow light. Some more variation in lighting, texturing and architecture would be good.
After all, I feel you haven't become really better since cs_aztec. I liked that map much more.
Thanks for the compliment bytheway.
Let me think... you damage the drone wich causes a warning on the medium ship so the control rooms door opens, right? Then, you control the drone to get into position between the medium and the large ship, then you destroy the large ships small defences. Right.
I like the idea. But... your level requires people to know that they have to damage the drone. And that's definitely NOT obvious in this level. After defeating the grunts I had no single idea how to open that door. I wouldn't think of shooting on an object nearby as it seems that can have no influence on a door in another ship. It's not logical. Besides that, the door looks more like a vent entrance than a control room door. But that's just the look and not the gameplay. I suggest making it either more obvious and clear to the player or give him tips with text messages. Although the first option would be better.
I must admit that the crack decal does give the player an identification that these guns can be destroyed. That's a good sign towards the player.
OK, I get the point the level has to continue. OK, succes with it!
Other then that I think it looks fine, it seems to me though that it repeats... maybe its the textures or all those torches... hehe. I like the idea, but maybe add a few differences... also I never really liked the bomb site under water... but that is just me... I give it a **