Comments

Commented 20 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 20 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 20 years ago2004-05-31 05:34:53 UTC in vault item: Sw_Snowflake (Snow-War) Comment #2150
Commented 20 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 20 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 20 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 20 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 20 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 20 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 20 years ago2004-05-30 23:25:48 UTC in vault item: De_Hidden Comment #2143
lol
Commented 20 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 20 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 20 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 20 years ago2004-05-30 19:01:11 UTC in vault item: Sw_Little_Snow_Town 2 (Snow-War) Comment #2139
Commented 20 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.
Commented 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 years ago2004-05-29 09:38:04 UTC in vault item: cs_canyon_lab Comment #2112
errrr.... skybox.............
Commented 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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.