Commented 20 years ago2003-09-12 07:48:52 UTC
in vault item: Cidics problem mapComment #206
This is a great looking map... Shame all those entities are outside. Keep going with this one. It shouldn't be to hard to rearrange stuff to make it compile without a LEAK error.
Commented 20 years ago2003-09-12 06:58:24 UTC
in vault item: GreekComment #205
Oh, sorry... forgot to mention the SKY. I would have a look around for something more in tune with the theme. A SKY texture that better defines the architecture.
Commented 20 years ago2003-09-12 06:54:06 UTC
in vault item: GreekComment #203
I really like this map, it has great atmosphere and looks really good, nice work. Suggestions? As a multiplayer it is really going to suffer in the main pillared area because of the visible textured brushes (r_speeds suffer). But by noclipping around, I found that you had already done some work to reduce them. I wonder if bringing the sky down a bit and sectionalising it might reduce them, or wether you would have to use Hint brushes?. As far as the map goes, a couple of greek god statues (models) might set of the already wonderful eye candy?
Commented 20 years ago2003-09-11 15:24:40 UTC
in vault item: Black Mesa Pre-DisasterComment #198
No offence or anything, but I really hate this. Sorry to be so negative, but it has all sorts of problems: Masked textures still having blue in them, having to duck to access the bit with the retinal scanner, a chance of dying when collecting your suit (Clip brushes, maybe?). And a leak. Also, why do the doors, propaganda ads etc. jut out of the walls? Sorry, but this needs some serious work on it.
Commented 20 years ago2003-09-11 13:19:00 UTC
in vault item: MinimicusComment #195
this map is exelent, ond i bet it was a pain trying to get the scale right for when youre ''small'' and ''big'', hane you tried experimenting with some of spirit's features? they could make the map even more interesting... but great map non the less, made me recall some nice moments form niel manke's USS Darkstar, another must play..
Commented 20 years ago2003-09-11 05:10:41 UTC
in vault item: fy_iceworld_5xComment #194
OK...I haven't downloaded a file from the Vault for a while because of 'puter problems, but was surprised to look at the included textures in this map. This was prompted by a question in the Rain tutorial forum. You have included 15 .wad files and rain.wad. But the map doesn't use anywhere near that amount. Also your readme should have credited TorQue[MoD] for the rain texture, because it was called up by the .bsp even though it doesn't seem to have been used. When you compile future maps, try to limit the amount of textures you have selected in the Textures Tab to the actual textures you have used, while your at it.. have a read of the Custom Textures tutorial as that explains the way you can include textures into your bsp so that people who play them don't have to go looking for the .wad files Other than that, it looks Ok...
Commented 20 years ago2003-09-09 23:44:56 UTC
in vault item: MinimicusComment #189
Truly entertaining at moments. The living room was a tough nut to crack. I was very impressed with the way you handled the special little touches like the laser sign off at the end. All in all very true to the half life genre. Also a first, if I may say, "rats styled" single player. Nice job.
Commented 20 years ago2003-09-09 02:03:59 UTC
in vault item: MinimicusComment #177
Whoa! NICE! This map is amazing! Get it! ! Great, getting that idea and actually connecting it in some way, as opposed to lots of other similar CS maps
Commented 20 years ago2003-09-08 07:48:40 UTC
in vault item: ENIGMA 7Comment #173
Bloomin' amazing. Amazing brushwork, cool custom textures, this map has it all. Well, except a single player. That'd be good. Still, this map is amazing, and I'm giving it a 5.
Commented 20 years ago2003-09-06 11:06:57 UTC
in vault item: Movie TimeComment #165
dunno i dont have the high definition pack so that is the problem cause it isnt made in the high definition pack. think you shouold complain at valve over this so if you have a high definition oack installed you may get stuck in the wall
Commented 20 years ago2003-09-05 13:22:41 UTC
in vault item: TriggersComment #162
No, I'm using my own lights.rad file. Y'know, I found one in my Hammer directory after you sent me one. And there aren't any leaks in the level, otherwise it'd be fullbright.
Suggestions? As a multiplayer it is really going to suffer in the main pillared area because of the visible textured brushes (r_speeds suffer). But by noclipping around, I found that you had already done some work to reduce them. I wonder if bringing the sky down a bit and sectionalising it might reduce them, or wether you would have to use Hint brushes?.
As far as the map goes, a couple of greek god statues (models) might set of the already wonderful eye candy?
they could make the map even more interesting... but great map non the less, made me recall some nice moments form niel manke's USS Darkstar, another must play..
When you compile future maps, try to limit the amount of textures you have selected in the Textures Tab to the actual textures you have used, while your at it.. have a read of the Custom Textures tutorial as that explains the way you can include textures into your bsp so that people who play them don't have to go looking for the .wad files
Other than that, it looks Ok...
Great, getting that idea and actually connecting it in some way, as opposed to lots of other similar CS maps
Maybe, you could find the error?!?
(why are we talking in a 3rd person mirc chat thing)
think you shouold complain at valve over this so if you have a high definition oack installed you may get stuck in the wall
Keep it up, most people start with fy_maps