Comments

Commented 20 years ago2004-05-22 15:28:53 UTC in vault item: de_dustynight Comment #1997
OK, i've been away from my PC for a couple of days, but when I have a spare moment i'll recompile without the extra (unneeded) textures. ;)
Commented 20 years ago2004-05-22 14:20:12 UTC in vault item: Sabotage Comment #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 20 years ago2004-05-22 12:22:44 UTC in vault item: killring Comment #1995
SlayerA, you're a lucky person... ;)

(Sorry, I couldn't resist that one!)
Commented 20 years ago2004-05-22 12:08:42 UTC in vault item: killring Comment #1994
Hmm..
Commented 20 years ago2004-05-22 11:51:18 UTC in vault item: killring Comment #1993
Your maps won't start for me for some reason. I get a "Put client/server no info player start" message.
Commented 20 years ago2004-05-22 11:28:10 UTC in vault item: Longway Comment #1992
He'd better leave vertex tool alone for now. He doesn't need it yet, I think.
Commented 20 years ago2004-05-22 11:22:48 UTC in vault item: Longway Comment #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 20 years ago2004-05-22 10:53:55 UTC in vault item: killring Comment #1990
Lol
Commented 20 years ago2004-05-22 10:49:18 UTC in vault item: Swamp Comment #1989
Ok
Commented 20 years ago2004-05-22 10:41:44 UTC in vault item: killring Comment #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 20 years ago2004-05-22 10:37:41 UTC in vault item: Swamp Comment #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 20 years ago2004-05-22 10:32:41 UTC in vault item: knife_chess2 Comment #1986
Fun map!
Commented 20 years ago2004-05-22 10:16:47 UTC in vault item: Swamp Comment #1985
did you found the gauss?
Commented 20 years ago2004-05-22 10:15:20 UTC in vault item: Longway Comment #1984
Ok :D
Commented 20 years ago2004-05-22 10:06:38 UTC in vault item: Swamp Comment #1983
Do NOT rate your own maps, Tomaatti. Most people don't like that. Me included.
Commented 20 years ago2004-05-22 10:06:01 UTC in vault item: Swamp Comment #1982
Lava? That's green gue...
Commented 20 years ago2004-05-22 10:05:40 UTC in vault item: Swamp Comment #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 20 years ago2004-05-22 10:04:30 UTC in vault item: Swamp Comment #1980
There is Gauss in the pit where is lava
Commented 20 years ago2004-05-22 09:56:18 UTC in vault item: Longway Comment #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 20 years ago2004-05-22 09:41:39 UTC in vault item: Longway Comment #1978
This is my map! Lol
Commented 20 years ago2004-05-22 09:31:47 UTC in vault item: de_dustynight Comment #1977
Because you used more than 8 texture files?
Commented 20 years ago2004-05-22 05:37:27 UTC in vault item: ka_bounce Comment #1976
Zal ik ook eens bezoeken :]
Commented 20 years ago2004-05-22 03:00:06 UTC in vault item: Sabotage Comment #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 20 years ago2004-05-22 02:39:27 UTC in vault item: de_icepalace Comment #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 20 years ago2004-05-22 02:25:23 UTC in vault item: de_icepalace Comment #1973
A fatal error: "WARNING: Couldn't open as_tundra.wad".
Commented 20 years ago2004-05-22 02:23:31 UTC in vault item: Detention Comment #1972
I am considering it. Although more likely for HL2. In the meantime, I'm just sharpening my skills some more... :)

Thanks for the compliment bytheway. :)
Commented 20 years ago2004-05-22 02:16:07 UTC in vault item: Sabotage Comment #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 20 years ago2004-05-22 01:24:24 UTC in vault item: de_icepalace Comment #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 20 years ago2004-05-22 01:14:34 UTC in vault item: de_icepalace Comment #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 20 years ago2004-05-22 00:55:36 UTC in vault item: de_icepalace Comment #1968
who voted this one star and didnt comment....
Commented 20 years ago2004-05-21 18:29:08 UTC in vault item: Sabotage Comment #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 *******"
Commented 20 years ago2004-05-21 13:13:13 UTC in vault item: de_dustynight Comment #1966
Because it was loaded into Hammer at the time of compiling?
Commented 20 years ago2004-05-21 12:55:19 UTC in vault item: ka_bounce Comment #1965
Haha! bitfreak is ook Nederlander! Hey, kom dan eens lang op mn site, www.cpcp.tk, en kijk eens op het forum... We zijn met ongeveer 10 Nederlandse mappers daar, je zult daar vast veel kunnen leren.

Sorry for the others, this was just promotion of my Dutch community... :)
Commented 20 years ago2004-05-21 12:53:55 UTC in vault item: ka_bounce Comment #1964
I played it and I must say, it's not a map I should concider ready for release. I've seen some nice things in this map but also some ugly things. It's quite obvious your first map, for example, the fade texture on that light is bad positioned. The glass isn't transparant. At the other side I see you use some tricks (jump pad, the fact that you made a light fade effect) I wouldn't suspect in a first map that has such beginner 'faults'.

I'd advise you to map some more, I think you're able to create much better maps when you put some more effort in it. Keep it up!

Oh, and you didn't rate your own map, did you? It's a bad habit...
Commented 20 years ago2004-05-21 12:51:12 UTC in vault item: ka_bounce Comment #1963
ok zal ik doen
Commented 20 years ago2004-05-21 12:28:34 UTC in vault item: ka_bounce Comment #1962
Use the trigger_gravity in your map, so we automatically have lower gravity.
Commented 20 years ago2004-05-21 08:44:08 UTC in vault item: de_dustynight Comment #1961
Yeah i've just posted a message in the forum, it asks for mattc.wad, but i didn't use it, any ideas why it is asking for this wad?
Commented 20 years ago2004-05-21 07:59:36 UTC in vault item: de_dustynight Comment #1960
I can't give any comments on this map simply because you didn't include the .wad files with the map...
Commented 20 years ago2004-05-21 07:52:35 UTC in vault item: Missing faces in aim_best_temple Comment #1959
thx alot Captain P, you realy helped me on this one.
Commented 20 years ago2004-05-21 03:57:31 UTC in vault item: Sabotage Comment #1958
Hmmm... Where's my post gone? I put it here yesterday! Never mind.

There's is one: good concept! Keep it up!

I read for the textures, but I don't really get it. Do you want me to do a scrolling sky texture? It's normally impossible and a normal texture so stretched will be ugly or will produce high r_speeds. Custom textures for each ship sounds accomplishable and I'll make you some sprites that will make your level look good.

I see that people don't like your space... do you need a good example of space map? Or at least good form for the ships?
Commented 20 years ago2004-05-21 01:55:03 UTC in vault item: Sabotage Comment #1957
Ah, I see... the cannons go kaboom... well, at least that's funny. Strange though that I can't destroy them myself, except for the last one.

Look, funny idea, but who knows they're destructible? It's not obvious. At least give us a hint. In HL, you always knew what you had to do. Here, I don't had a single clue...

Oh, and I still didn't find that little button... very annoying. Being stuck in an area really hinders the gameplay.
Commented 20 years ago2004-05-20 20:49:18 UTC in vault item: Full_city Comment #1956
Read my earlier post. cs_bdog.wad is 5 megabytes. Even with a .zip it wont fit in the vault, and I dont want to waste webspace to link it.
Commented 20 years ago2004-05-20 19:46:46 UTC in vault item: Sabotage Comment #1955
Captain P:
There's some little button somewhere to open that door - cant remember where.
And, on the end space ship (teh heavy one) shoot the last/first of the cannons - they will kapboom.
Commented 20 years ago2004-05-20 17:09:29 UTC in vault item: Sabotage Comment #1954
No good comments? What do you consider a good comment then?

Well, I didn't really like it. Visually of low quality, and there wasn't really a clue in it altogether. When you pressed that button, a spaceship came near so you could jump on the heavy spaceship, right? And then? Is that the end? Pretty lame. Let us at least know when it ends. Even better, give it a satisfying end, like you actually acomplished something. For example, make the player escape on the small spaceship.

BTW, how did that little door to the 'control room' open? I had to noclip trough it...
Commented 20 years ago2004-05-20 16:50:20 UTC in vault item: cs_canyon_lab Comment #1953
there are serval ways for making low-poly rocks.
il write a tutrla baout it of all the basic techniques
Commented 20 years ago2004-05-20 16:43:09 UTC in vault item: Full_city Comment #1952
Have you -wadincluded the textures yet? I'm lazy nowadays... Oh, no, wait, it's just my exams next monday...

Remember, if you want to 'sell' your maps, make it easy for the public. Don't suspect them to do more than unzip the .zip file into the appropriate folder. Some will, most won't.
Commented 20 years ago2004-05-20 12:09:40 UTC in vault item: Sabotage Comment #1951
btw, i appreciate the help but no one has actually given any good comments. did anyone even remotely like this?
Commented 20 years ago2004-05-20 11:46:57 UTC in vault item: Sabotage Comment #1950
the wind is to indicate its high up. as for movement i was thinking of a scrolling texture. any ideas? the texture, ill have to ask pts for some more texture work. im getting to work on making the shpis look more realistic now.
Commented 20 years ago2004-05-20 10:17:59 UTC in vault item: ns_hydrosity (for Natural Selection) Comment #1949
Beutifful map!!! really...
Commented 20 years ago2004-05-20 06:51:18 UTC in vault item: Missing faces in aim_best_temple Comment #1948
Ah, the Hall Of Mirrors effect! :)

Check if all the vertexes of these blocks are on the grid. I'd also advise you to make entities of these yellow-black things, so they don't split up the ground faces and cause that HOM-effect there.