Commented 20 years ago2003-10-14 05:24:36 UTC
in vault item: cs_loungeComment #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.
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.
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_voxComment #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 ago2003-10-10 18:45:24 UTC
in vault item: D4rKM4tcHComment #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 ago2003-10-09 03:22:53 UTC
in vault item: DetentionComment #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 ago2003-10-03 23:52:49 UTC
in vault item: pk_arcticComment #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 ago2003-10-02 10:34:56 UTC
in vault item: func_train problemComment #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
Commented 20 years ago2003-10-01 19:08:31 UTC
in vault item: D4rKM4tcHComment #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 problemComment #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 05:44:08 UTC
in vault item: VillageComment #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: VillageComment #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 CamerasComment #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 04:33:26 UTC
in vault item: VillageComment #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 00:59:27 UTC
in vault item: de_frigidComment #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_towersComment #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 ago2003-09-28 16:30:36 UTC
in vault item: D4rKM4tcHComment #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: KillsawComment #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.
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.
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.
Am I the first?
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
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
Works great now. Wohoo. I'll be sure to mention you in my readme
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.
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.
High Speed and lag occasionally, could use work.
Thing is that there are only about 5 textures in the entire map. Limit the number of wad's you use.