Comments

Commented 20 years ago2003-06-27 16:39:09 UTC in vault item: Helibattle Comment #46
thanks! ill try.
Commented 20 years ago2003-06-27 15:56:51 UTC in vault item: The Only Way Is Up! Comment #45
Where did you get that cool texture pack ? Map looks good, continue mapping :)
Commented 20 years ago2003-06-26 22:37:46 UTC in vault item: Off Duty Comment #44
alrught, this is my most fun map, who killed the ratings??
Commented 20 years ago2003-06-26 16:26:52 UTC in vault item: Allsaints Hospital of the Mentally Ill Comment #43
Like I did say in the ShoutBox, if you cant run this level for now you need to just copy both tfc and tfc2 wads and place them in the valve folder. I'll update this level with wadinclude as soon as possible...
Commented 20 years ago2003-06-25 16:40:46 UTC in vault item: Allsaints Hospital of the Mentally Ill Comment #42
The title never quite fit in -

ricodm02_allsaints.bsp (allsaints)
Commented 20 years ago2003-06-25 09:05:12 UTC in vault item: Federal Offense Comment #41
What is with the info_player_start? again...

Actually this time I decided to run it in DMC, just for fun. Didn't change the fact that your stuck in the concrete.
Random placement of weapons that don't regenerate ???

Good lighting, textures and space... this map is crying out for expansion. Have you thought of joining all your maps together to create something that is playable ?

Glad it didn't take you too long to make this. :-)
Commented 20 years ago2003-06-25 09:03:41 UTC in vault item: Helibattle Comment #40
Start in the concrete... I am getting used to that.
Interesting effect having the steel crates tied to the func_pushable entity, but you can't push them.
Nice lighting, nice textures, nice map. However it is about as interesting as the last one....
You maps show promise, try spending a few more minutes on them.
Commented 20 years ago2003-06-23 15:37:39 UTC in vault item: The Only Way Is Up! Comment #39
RSpeeds are Alright. Obviously you should expand.. however, ambience is good.
Commented 20 years ago2003-06-23 15:26:14 UTC in vault item: The Only Way Is Up! Comment #38
More info (because of bloody limit), the map is for TFC, is probably going to be either a 'skillz' type map, or something based on the same premise as the recent 'theclimb' map. This is only the start section, and im submitting it simply because Im quite proud of some of the ambient features Ive put in (like some sunlight dappling on the water) and some nice custom sounds!

Enjoy :)
More screenshots on my front page:

http://www.jobsmaps.com
Commented 20 years ago2003-06-23 00:03:36 UTC in vault item: Radiance Comment #37
Hahaha! I wanted that many snarks. They do die down after 20 seconds or so.
Commented 20 years ago2003-06-22 03:51:15 UTC in vault item: Canyon Barricade Comment #36
I really liked this TFC map.
Didn't quite understand why you would put in the Vent Shafts, but figured that the sneaky scouts might like it. The spawn protection didn't seem to work? and I didn't like the buttons being shootable only. Apart from that as I said, I really liked it.
Some good places to Conc jump too as well.
Yeah, I like this map......
Commented 20 years ago2003-06-22 03:30:15 UTC in vault item: Radiance Comment #35
Looks like good brush work and good use of textures. Gives it a good feel, lighting is consistant with the theme and play is actually Ok. Did you overdo the Monstermaker, or did you want endless snarks? I found that they don't really swim that well do they...
For a 6-8 player DM, the only thing I would recommend is making it Bigger, as there will be a lot more Death than match.. and maybe a few more breaks in the slime cover?
Good effort for a first map.
Commented 20 years ago2003-06-20 09:34:17 UTC in vault item: Cs_Canbunk Comment #34
It's not really a commitment. It may be an okay map but there are a few problems when it comes to playing it with more than four people. No, I am actually a very lazy cba sort of person, but when you're mucking around with something as stupidly logical like Worldcraft it's piss really. (the rendering however, which I havn't got right, you actually need knowledge of other relms aside from common sense). Wood
Commented 20 years ago2003-06-19 21:07:39 UTC in vault item: Radiance Comment #33
not bad, not bad at all. when i first saw it, i thought "boring..." but then i played it. its pretty fun, even for 1 player for a bit. the part where the glass breaks and you fall into the snark pit made me smile. a few breaks in the concrete make it not so uniform, stops it from being so boring. however, i wouldnt reccomend it for more than 2 players. 3 stars.
Commented 20 years ago2003-06-19 15:53:14 UTC in vault item: Radiance Comment #32
Whoops, forgot to meantion it is for Half-Life Deathmatch. Recommended 6-8 players
Commented 20 years ago2003-06-17 00:10:37 UTC in vault item: Freak AS1 Comment #31
i forgot, you shouldnt judge from the screenshot.

but still, pretty neat!
Commented 20 years ago2003-06-16 22:16:05 UTC in vault item: Off Duty Comment #30
Hey, it's me again. I'm not going away!
Commented 20 years ago2003-06-16 22:15:39 UTC in vault item: Federal Offense Comment #29
Hey, nice map. Of course, I got it first and was able to TEST it with you...
Commented 20 years ago2003-06-16 22:14:34 UTC in vault item: Helibattle Comment #28
YOU SUCK!

J/p, I LOVE your maps.
Commented 20 years ago2003-06-16 22:02:51 UTC in vault item: Major Dip Comment #27
YOUR MAP BLOWS! Just kidding, it sucks. :-P
I like it and I gave it a good review.
Commented 20 years ago2003-06-16 20:26:02 UTC in vault item: Cs_Canbunk Comment #26
wow. just wow. and you are a n00b? I wish i had that kind of commitment.
Commented 20 years ago2003-06-16 16:33:34 UTC in vault item: Major Dip Comment #25
Well, I think that it`s inpossible to make a good map in 30 minutes, but reasons are interesting sometimes :). And this map prooves it. Keep on working and try to make "one-week" map :P
Commented 20 years ago2003-06-16 05:43:54 UTC in vault item: Freak AS1 Comment #24
sorry i didnt add the wad. it is a combination of every wad ive come across, so its like 200 MB. but, i imbedded all of the textures into the new file. enjoy.
Commented 20 years ago2003-06-16 04:40:49 UTC in vault item: Major Dip Comment #23
Interesting... I have never run a finished map that has no info_player_start and calls the custom level propagation.

Apart from that, it looks pretty sound for 56 minutes, The top of your reactor core not being a func_xxx entity, or a unit off the ceiling splits the roof into heaps of textured polygons... but then again, as you say, more than two players is not worth thinking about, so r_speeds are a mute point. Anyway all you would have to do is shoot a blue crate, and end it all.
The lighting is a bit bright, but good. The slime seems to move well, and the reactor looks good.
Try taking 57 minutes next time?
Commented 20 years ago2003-06-16 04:27:01 UTC in vault item: Freak AS1 Comment #22
Obviously you guy's have a copy of all_wads.wad ?
Any chance of uploading it, so those of us who don't have non standard CS wad's can enjoy this magnificent map.
Commented 20 years ago2003-06-16 02:11:30 UTC in vault item: Freak AS1 Comment #21
not bad, not bad at all, actually, pretty cool for 14 hours!
Commented 20 years ago2003-06-16 01:30:38 UTC in vault item: Annopus Comment #20
Definitly won't live longer than 30 seconds at any givin time in here! :)

Great work.
Commented 20 years ago2003-06-15 10:37:47 UTC in vault item: Neomap 18ce (for Battle Grounds) Comment #19
the fgb is included!

now some one read this could dowload for play is all playable.
Commented 20 years ago2003-06-15 02:43:27 UTC in vault item: Neomap 18ce (for Battle Grounds) Comment #18
THANK'S to see my map and the fgd will be included, I forgot.

i played on multiplayer with 1 friend on internet and is good and have new ideas what to do and i reshaping the barnfort brushes.

IF U WANT THE MOD, SEE THE SITE here:

WWW.BGMOD.COM

IF u want could DOWLOAD the mod is only 64 MegaBytes and be played on WINDOWS AND LINUX.
dowload section.
http://www.bgmod.com/?section=game-files
Commented 20 years ago2003-06-14 23:25:22 UTC in vault item: Neomap 18ce (for Battle Grounds) Comment #17
Neo, For a fist map this is pretty good. I don't have access to the Mod, so thanks for the info_player_start.
I took a look at the .rmf file, but without the specific .fgd it is difficult to tell if the entities are doing what they are meant to.
This is a good start. (Work on your brush placement)
Keep mapping,
Oh, and good to see an enrty from a different Mod !!
Commented 20 years ago2003-06-14 05:05:04 UTC in vault item: Neomap 18ce (for Battle Grounds) Comment #16
I grow up alot with the TWHL SITE and this learning could see on this map much better for the my first after the TWHL in the begining with dont can amke alot those fings the tutorial show me but this map is the second is so better.
Commented 20 years ago2003-06-13 15:21:54 UTC in vault item: Dust Race 2003 Comment #15
I've uploaded a new beta version, that fixed a small bug with respawning after winning a race. No biggie, just makes it run properly if you play against a few people on a server.
Commented 20 years ago2003-06-12 04:52:49 UTC in vault item: Annopus Comment #14
Love the architecture, and I think it is an advantage.
r_speeds are capped under 500 wpoly's and that is good, although looking skywards will seem them climb a bit (but if your looking skywards, then your probably toast anyway)
Great texture, sky and glass. A nice blend.
Not all that happy about the floor, Sand might have been better. Just doesn't feel right, but it does fit with the story, so don't listen to me.
This map is a definite frag fest. If you last long enough that is :-)
Commented 20 years ago2003-06-12 04:13:39 UTC in vault item: Stoned Comment #13
This seems to have the best of a few different maps, was that the idea? Security, open area, battlements and a couple of pathways to the flag. Good stuff.
Just out of interest, can you conc up the the Barbwire level outside? Does it have a trigger hurt on it? Nice little hiding place, but exposed enough that you don't get the advantage.
Security looks good, and I think team work would be encouraged as it is with all shutdown maps.... Love to see it on a full server.
Spawn Protection didn't seem too savage, is there a kill inside?
Brush work is good and the lighting is good too.
Almost forgot, the center pit. Great idea, it limits the crossing of the open space, by forcing players to conc jump or rocket jump or just plain old run across the bridge (HW dudes).
Commented 20 years ago2003-06-12 04:04:02 UTC in vault item: Dust Race 2003 Comment #12
Actually, this is the sort of map that I would have liked to see about 6 months ago. I have drifted away from TFC due to the sameness of the basic server maps.
The idea is sound, but what stops you stalling on the start line and just shooting the other guy's in the back. Scouts don't take that mauch damage, and I am not sure who would be disadvantaged, the chaser or the runner. Love the slippery surface idea, and having skidded off the cliff a few times, I think in a race, life would be quite difficult and exciting. Good r_speeds too! Nothing above 450 wpoly, and the outside areas don't suffer either.
I like it, I think it needs some server time to iron out any bug's?
Commented 20 years ago2003-06-12 02:07:56 UTC in vault item: Annopus Comment #11
Nice job on this small map. Lots of places to temporarily cover during reloads (very temporarily). Definately no playing hide and seek or camping in this map, even with only two players.

Map looks good and plays very well. May be a little too small for the bazooka's.

My children will love it.
Commented 20 years ago2003-06-11 01:13:25 UTC in vault item: Cs_Canbunk Comment #10
Increasing Max Visible distance in the map properties before compiling might fix the problem addressed by Skeeve with regards to the texture and brush drop out. As for the open area, I wonder if using hint brushes would have an effect? Scan the web for some good Hint brush tutorials, and look for other mappers comments on CS Sites about reducing R_speeds in open areas.
Were there any errors when you compiled? It doesn't look like it, but there is something odd about the gl_wireframe picture... It looks like the engine can see too many brushes, especially the internals of the mountain, and I would not normally expect that. Reduce the amount of brushes the engine thinks it can see, and you will reduce the wpoly count. Acheive that, and you will be a brilliant mapper.... then you can tell me how to do it :-)
Commented 20 years ago2003-06-10 22:35:04 UTC in vault item: Stoned Comment #9
Just a quick suggestion. I do not play TFC, so I am not sure how many players are usually in the map during league play. But, if there are usually six per team then think about this.

I like that the security needs to be de-activated before a flag can be captured. If there are going to be enough players on each team, force three protection and two assult points.

This can easily be done by allowing teams to re-activate their security if brought down, through the same button. May force more teamwork and strategy.

Like I stated, I do not play TFC so may be way off base. Just a thought.
Commented 20 years ago2003-06-10 16:07:40 UTC in vault item: Cs_Canbunk Comment #8
Good comments and tips. They would certainly be what I would change in this map. Recently I started a new map, but realised that if I want it to be good I'm going to have to finish this map properly. The problem is that the problems you have listed (being a beginner) I have no idea how to fix. They are to do with mainly rates (the vent and the hosstage door I can handle...)...If someone could tell me where I would need to go with it from here, I would be happy to do so...
Commented 20 years ago2003-06-09 22:42:45 UTC in vault item: Sewers Comment #7
Definately Defuse. Clean up the trouble brushes, and I think this map could catch on. Nice job.
Commented 20 years ago2003-06-09 22:32:51 UTC in vault item: Cs_Canbunk Comment #6
Ran your map with 9 other players (LAN). Map did run rather smooth, but did notice very slight lag when all of us were in the open area (well sniper in the trees).

Runs well with the choke point at 10Mbps, but that open area could cause some problems playing through an Internet connection.

A few of the smaller machines (300 - 850mz) lose sections of the map (brushes disappear to pitch black). This is obvious in the open area, rescue zone and surrounding areas. Brush loss is apparent when no one else is on the map. 850mz, 512M, Intel integrated graphics.

I am guessing you are a sniper. After dropping down to the treetops, a good sniper is deadly. For a first map, you did very well. I could not come close, as a fellow newbie. Keep it up.
Commented 20 years ago2003-06-08 11:24:40 UTC in vault item: Sewers Comment #5
I really like this map :-) I really like the way you managed to keep the r_speeds down below a wpoly count of 400, that will make game play a breeze when the server is full. I think the fixtures need a little work, but you already know that and some clip brushes where the player get's caught. I think the only way to find out if it is a great map will be to put it to the test on a server!
It would make a great defuse map, as I don't think it really lends itself to being a hostage map (Hostages aren't that bright....)
Commented 20 years ago2003-06-08 10:06:27 UTC in vault item: Cs_Canbunk Comment #4
Good work for a first map, well done. The layout is good and I think it will play well, but you are going to have to do something about the r_speeds if you want more than a couple of players. In the open area and waterfalls the wpoly count hit's 1500+ and that will cause frustrating Lag when you get a few players trying to kill each other.
Apart from that it looks good,
Happy Mapping.
Commented 20 years ago2003-06-08 08:33:20 UTC in vault item: Cs_Canbunk Comment #3
Theres a few more things i would like to add, but considering its your first map, its a good effort, keep it up and remeber dont ever give up.
Commented 20 years ago2003-06-08 08:26:18 UTC in vault item: Cs_Canbunk Comment #2
ok, after playing through your map, its not bad, i like the tower and rock face you did, looks like you put alot of work into it, i like your trees, simple but effective. Theres a few problems i noticed, there not that bad, i noticed theres a block sticking out above your head just as you run out of the hostage room, you knock into it slowing you down, also the vent, considering it is so long, it would be better off making it bigger so that you can run through it, it takes a while to get through it crouching. One of your double doors where one opens up and the other opens down, they dont open at the same time, you need to use a multi_trigger so they open at the same time, do so by placing a brush covered with the aaatrigger texture and turn it into an entity and select multi_trigger from the list,in the properties under "target" give a name for the doors, like door1, then close the properties box, bring up the properties of one of the doors and name it "door1", do the same for the second door also naming it "door1". Place the brush just infront of the door so that someone who touches the aaatrigger brush , the door will open, also place one on the other side, make it big enough so that it cant be jumped over or ducked under.

Hope this helps
Commented 20 years ago2003-06-07 12:01:57 UTC in vault item: Cs_Canbunk Comment #1
Well done, Marwood. I like this map a lot - very nice rock face. I'm still making my first map (lighting problems), and I envy you making a map of an imaginary place (I'm making my school - very difficult, 'cos I have to make it exactly like it is, even if that means mapping problems).

Three things though - one, I think you need to change the timing of the waterfall sprites; at the moment they all glow at the same time. Looks odd. Secondly, A few of the doorframes have very odd textures, and finally, just make a few of the corridors a bit lighter - some of them are pitch black.

Keep mapping!