Comments

Commented 20 years ago2003-10-16 11:46:43 UTC in vault item: de_magtech Comment #315
Looks and sounds NICE.
Commented 20 years ago2003-10-15 22:46:47 UTC in vault item: de_magtech Comment #314
I have only run around this for about 5 minutes, but it is really impressive. Huge amounts of detail. Cant wait to have a good look..
Commented 20 years ago2003-10-14 05:24:36 UTC in vault item: cs_lounge Comment #313
No it doesn't. Lighting appears to be non-existant, and the level appears to be poorly constructed. A lot of detail does not make a map good, you will need to learn more about when and where to put large amounts of detail such as this.

Take a glance at this screenshot:
http://www.snarkpit.com/pits/orpheus/comp_reviews/broken_palace/1.jpg

There is far less detail but through use of the detail and blending using lighting and ambience, the author has made the map look and feel a lot better.

One of my screenshots:
http://www.hammre.co.uk/screens/ns_roughneck5.jpg

Again, a lot less deail is used but the detail which is used is blended and enhanced using lighting and fine texturing. R-speeds in this area are about 400, making an educated guess, I'd say that your screenshot will have in excess of 5000. Software users will start dropping polygons at 800 and most people will start to experience frame rate dropping at 1000.

You need to learn how to use lighting to create ambience and you need to badly read up on r-speeds. You have too much detail in one area, which is why you have low fps.
Commented 20 years ago2003-10-13 21:49:59 UTC in vault item: dm_2fort_vox Comment #312
Interesting, but for a first map it is pretty good.
MP maps don't normally have monsters.... but apart from that, it could actually play well.
High r_speeds, but not bad for a first go.
Commented 20 years ago2003-10-13 07:48:55 UTC in vault item: Scripting Comment #311
i cant make them repeat it!? whatdyou think i am, a reasonable mapper!? and yeah, found the exit.
Commented 20 years ago2003-10-12 05:13:00 UTC in vault item: Scripting Comment #310
i thinkn its sick to place a g-man and a scientist in a cage. really sick
Commented 20 years ago2003-10-11 17:44:54 UTC in vault item: ENIGMA 7 Comment #309
Very well done...JACK! hehe, I've discovered the secret room.
Am I the first?
Commented 20 years ago2003-10-11 13:38:09 UTC in vault item: func_train problem Comment #308
oh and i had a similair problem today only my apc dorve backward so i had to turn it 180 degree
Commented 20 years ago2003-10-11 13:30:25 UTC in vault item: func_train problem Comment #307
get rid of those borign rocks make them better!!
Commented 20 years ago2003-10-11 09:49:59 UTC in vault item: de_molag Comment #306
How did u download it BluE? I can't get to any site.
Commented 20 years ago2003-10-10 18:45:24 UTC in vault item: D4rKM4tcH Comment #305
well i helped sspindid make this map but not to much preety much the design..but neways i was goin to make a map soon and it will be awsome but i need some help on laying the guns down can anyone help me out???
Commented 20 years ago2003-10-10 02:27:43 UTC in vault item: Detention Comment #304
I use LAN w/out connecting to the net. But no-one ever plays me at HL :( I can only guess/know why...
Commented 20 years ago2003-10-09 12:53:02 UTC in vault item: Minimicus Comment #303
Great map, downloaded it :D.
Commented 20 years ago2003-10-09 12:49:25 UTC in vault item: fy_ice_towers Comment #302
Hehe. I like that knife, to the map- I like the map, i look for visual quality and game play, good map, Recommend
Commented 20 years ago2003-10-09 03:22:53 UTC in vault item: Detention Comment #301
You played it on LAN, or internet? How many players? I think the map is a little too big for only 8 players but I can't test it (no Inet at home, only LAN with my brother).
Commented 20 years ago2003-10-09 02:38:19 UTC in vault item: Detention Comment #300
Tested it now...I like it!
Commented 20 years ago2003-10-09 02:34:39 UTC in vault item: Detention Comment #299
looks cool...make a single player version of it!
Commented 20 years ago2003-10-08 19:52:29 UTC in vault item: Minimicus Comment #298
Hey, great map for me, running a 1998 computer, P166MMX, 128MBR with a 3d graphics card....a real turtle in this age. Keep up the talent!!
Commented 20 years ago2003-10-07 07:45:11 UTC in vault item: Detention Comment #297
Good to hear this. It's my first map released ever...

So, anyone who played it already? I'd like to know how it's in-game.

Bytheway, check out my site for more screenshots: www.cpcp.tk
Commented 20 years ago2003-10-04 15:21:50 UTC in vault item: Security Cameras Comment #295
Hehe sorry :D
Commented 20 years ago2003-10-04 12:30:37 UTC in vault item: pk_arctic Comment #294
Thanks for your comments Andy .. I have re-uploaded the map with a readme and the rain.spr included.
Commented 20 years ago2003-10-04 05:23:16 UTC in vault item: Detention Comment #293
niether do i. theres rumours that steam is spyware...
Commented 20 years ago2003-10-04 05:00:31 UTC in vault item: ENIGMA 7 Comment #292
C'est tres amazing!
Commented 20 years ago2003-10-03 23:58:21 UTC in vault item: pk_arctic Comment #291
Also, TFC doesn't come with the rain.spr as standard... you should include it in the zip so people have access to it.
Commented 20 years ago2003-10-03 23:52:49 UTC in vault item: pk_arctic Comment #290
Interesting... What do you have against Llamas?
Poly count is high, but LAN play should be Ok. lot's of nice places to hide and run.. The gas chamber is easily defended though?
Well done
Commented 20 years ago2003-10-03 21:22:46 UTC in vault item: Detention Comment #289
Cool architecture, I?d love to see it filled with monsters since I don?t play multiplayer at all :P.
Commented 20 years ago2003-10-02 20:55:51 UTC in vault item: Detention Comment #288
Great use of depth... I think this would make a great DM map. Good to see you managed to keep the speed's down.
Commented 20 years ago2003-10-02 17:24:44 UTC in vault item: ENIGMA 7 Comment #287
lol
Commented 20 years ago2003-10-02 10:34:56 UTC in vault item: func_train problem Comment #283
Awesome, thanks. This was my first try at func_trains and I'm pretty new to mapping/modding so I didn't know you needed an origin brush or anything. Also thanks for the additional fixes :)

Works great now. Wohoo. I'll be sure to mention you in my readme :P
Commented 20 years ago2003-10-02 07:11:37 UTC in vault item: Village Comment #282
I am completely redoing the architecture. Are there any good tuts on it?
Commented 20 years ago2003-10-01 19:08:31 UTC in vault item: D4rKM4tcH Comment #281
Oh ya on killsaw i am remaking that map but i am checking everthing like everysecond i make it. i am trying to make it perfect and it is working so far. ya but on this map me and my freind made it in like 4 hours probably less it wasent suposed to even look like this lol
Commented 20 years ago2003-10-01 18:39:15 UTC in vault item: func_train problem Comment #280
Interesting problem, thanks for the challenge. Your func_train was missing its origin brush. I placed one in it and it worked. I lowered your path corners so the truck looks like it is on the ground. There was an invalid solid that I deleted from your map also...do a check-for-problems in your original map, you'll see it. It's the kind you have to delete manually, the 'fix error' button doesn't work on them for some reason.
Commented 20 years ago2003-10-01 12:41:54 UTC in vault item: de_priory Comment #279
Oooooo nice
Commented 20 years ago2003-10-01 05:44:08 UTC in vault item: Village Comment #278
Yes, everything looks huge. I am currently making another map with care this time in making good architecture, now that I know that the layout is good.
Commented 20 years ago2003-09-30 21:42:52 UTC in vault item: Village Comment #277
Shows promise.. I like the feel of it, although it is a bit like "Land of the Giants". Everything is so big? Giant crates, huge arches... Is this what you intended?
The r_speeds aren't too bad, peak in a few places, but constructive use of hint brushes might fix that.
There seem to be some redundant brushes.. stuff you can't see from the ground, but are in the map (rendered). Some of the roof stuff might be able to be removed if you want to save a few poly's...
The only other thing I can think of is increasing the max visable distance of the map, as there were a few places that faded out on long view.
Commented 20 years ago2003-09-30 20:40:57 UTC in vault item: Security Cameras Comment #276
It is always a good idea to take a look at the rmf before commenting. There IS a way to trigger something when the camera sees you, and I've shown how to do it right here....with the time delay (Camera 2). The trigger-once method is also shown here (Camera 1).
Commented 20 years ago2003-09-30 15:09:11 UTC in vault item: Minimicus Comment #275
I gave it 5 stars.
Commented 20 years ago2003-09-30 15:08:45 UTC in vault item: Minimicus Comment #274
Really good-very good mod-ending was cool. Liked the bit where the Bigmomma got microwaved!
Commented 20 years ago2003-09-30 04:33:26 UTC in vault item: Village Comment #272
"Map uploaded successfully!" written in green!!!

Well I got success message, and if it still dosent work, then I dont know whats the problem. It is a zip file containing two files. Make sure that you extract the flashpoint.wad file in your half-life/cstrike folder and the de_village.bsp file in your half-life/cstrike/maps folder since it is a CS map. Still has only one CT spawn point. But the map is supposed only for review on the game flow and r_speeds.
Commented 20 years ago2003-09-30 01:32:21 UTC in vault item: Cutscene Comment #271
The screenie also features my reskinned scientists. E-mail me if you want them, seventhmonkey0@icqmail.com
Commented 20 years ago2003-09-30 00:59:27 UTC in vault item: de_frigid Comment #270
Interesting scale, it was like being in Large Land. Great to play with Bot's as you could see them coming, take aim and head shot every time.
High Speed and lag occasionally, could use work.
Commented 20 years ago2003-09-29 23:04:54 UTC in vault item: fy_ice_towers Comment #269
Forgot to mention that for some reason you had nearly all the CS wad's available selected in your textures tab when you compiled. Bet you had a few warnings in the log file...
Thing is that there are only about 5 textures in the entire map. Limit the number of wad's you use.
Commented 20 years ago2003-09-29 22:57:01 UTC in vault item: fy_ice_towers Comment #268
Not bad for a first map... It compiled and it ran... Well done, it's more than most first mappers acheive
Commented 20 years ago2003-09-29 12:13:35 UTC in vault item: Help? Comment #267
Also if you need a reference for how big the player is, look at the player_start entity boxes. They are about how big the player is.
Commented 20 years ago2003-09-29 08:44:41 UTC in vault item: fy_ice_towers Comment #266
I used the as_tundra textures, but thanks for the comment :(
Commented 20 years ago2003-09-28 16:30:36 UTC in vault item: D4rKM4tcH Comment #264
This is much better than your other map. Lowering the wave height and raising the water would improve it a lot. I had trouble getting out of the water. I noticed in killsaw and this map that your ladders are not see through; would you like some help with making them see through? Finally, try lowering the tops of the func_ladders so the player won't "trip" on them when walking around.
Commented 20 years ago2003-09-28 16:09:20 UTC in vault item: Killsaw Comment #263
Ok I think I know your problem with the frames. You need to turn on vis. While vis is running it might seem like your computer is frozen, but it is not. It might take a few hours (at most, probably will be much shorter like 30 minutes) to compile with vis on, but it will fix your frame rate problem.
This comment was made on an article that has been deleted.
Commented 20 years ago2003-09-28 15:05:06 UTC in vault item: Help? Comment #261
basic layout is good only ot big wathc the door texture and use that as scale but i think andy mentioned ths in his mail
Commented 20 years ago2003-09-28 15:00:06 UTC in vault item: fy_ice_towers Comment #260
...................another ice_world wel a good mappign idea i must say(sarcasm)