Commented 20 years ago2003-07-13 04:58:34 UTC
in vault item: ook_hooverComment #79
Great DM map. suffers from occasional high R_speeds, but it didn't seem to effect game play. This is a BIG map... well detailed, is that your photo in the secret areas? Hey your almost as ugly as me Great use of teleporters and jump pads... nice texture work. yeah a fun map... Well done.
Commented 20 years ago2003-07-13 04:54:38 UTC
in vault item: Operation OverlordComment #78
Whoa... I like this... Vin de shite Red plonk.. LOL Smooth play, good r_speeds.. only one little glitch, and that was it sort of stopped after the first flag was capped? Might just be me.. But hey, great mapping concept, and the grappling hooks.. excellent.
Commented 20 years ago2003-07-10 19:39:10 UTC
in vault item: de_vineComment #68
I really like the feel of this map... Cool newspaper Smooth and has a realistic feel to it. Great stuff... Actually I don't think it needs a description.
Commented 20 years ago2003-07-09 01:22:45 UTC
in vault item: KillsawComment #59
Very complex map, but I think the lag is caused by a compile problem. It seems to be running in Fullbright and that indicates a leak, or the compile didn't finish due to error. Only way to tell is either post the compile log, or upload the .rmf.
I think at the time I wanted to capture the feel of a hospital. I agree the poly's are a little high and stuff, but Its only a mess around type of thing... cheers
Commented 20 years ago2003-07-03 01:16:16 UTC
in vault item: UndergroundComment #53
Smooth, fast and very playable. No snags in this map. Lighting, texture and electrified rails.... great stuff. Also places that each class will excel in, very team minded map. R_speeds peak a little in places, but I didn't see them go over 800. Defense orientated? but not too easy to defend. Yeah, good stuff.
Looks really good, but suffers in the bedrooms because of the windows. The speeds are pushing 2000 in some areas. Apart from that it is a good TFC fun map, I think that because you don't get snagged on everything, there are either a lot of clip brushes, or some good design ideas happening. Love the lift.....
Commented 20 years ago2003-07-03 00:46:39 UTC
in vault item: Warehouse 052KGComment #50
Yeah, the r_speeds are a little high when your on the top of the map, but down the bottom they are not too bad...:-) I really liked the feel of this map, textures matched and lighting, gave it some ambience. I can see why Hint brushes might not have worked, but I read an article on Collective from Jeff Pritchard about Horizontal Hint brushes, have you tried that? Also, if you made the bottom of all the containers into func_entities you might save some count. Either way, R_speeds or not, I like it.
Commented 20 years ago2003-07-02 19:46:15 UTC
in vault item: RoomsComment #49
Very Difficult. The tolerances between the jumps are really close, so much so that to get through this, you either play it a hundred times or cheat...?? The camera shots can be a little distracting at times, take the opening sequence. It makes sense that when you whack the guy in the bunker, you get to go through the door. Wasn't all that happy with the transitions either, some of them are a bit sudden and don't give you time to explore. Apart from that I like the concept. I didn't find any bug's and liked the texture, lighting and the white Zen..
Commented 20 years ago2003-07-02 19:29:46 UTC
in vault item: The Only Way Is Up!Comment #48
This map has a really good 'feel' to it. The scale seems right too. Yeah, cool textures, ambience and I love those pylons... Great stuff... I want more !
Commented 20 years ago2003-06-29 01:27:50 UTC
in vault item: Off DutyComment #47
I really think you should work on joining all these maps together. The brush work and lighting are OK as well as the textures, but each map suffers from size, and played seperately, they are not really playable. You have four maps that look good, connected they might be really good. By connected, I mean joining them into a single map, rather than level transitions. Looking at all 4 map's I say good work, well done. Looking at them seperatley.... well, sorry, but I am not inspired. PS: I didn't kill your rating, not sure who did.
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 09:05:12 UTC
in vault item: Federal OffenseComment #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 ?
Commented 20 years ago2003-06-25 09:03:41 UTC
in vault item: HelibattleComment #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 15:26:14 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!
Commented 20 years ago2003-06-22 03:51:15 UTC
in vault item: Canyon BarricadeComment #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: RadianceComment #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_CanbunkComment #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: RadianceComment #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.
Great use of teleporters and jump pads... nice texture work. yeah a fun map... Well done.
Smooth play, good r_speeds.. only one little glitch, and that was it sort of stopped after the first flag was capped? Might just be me.. But hey, great mapping concept, and the grappling hooks.. excellent.
i dont now
maby you should make themap longer to have more fun
Looks like it would play really well, it's smooth and fun.. but those spiral staircases are hell.
Counter Terrorists: Prevent Terrorists from
bombing the threatened Supply Depot areas.
Terrorists: Use whatever means necessary to take out one of the government
supply depot targeted areas and secure your victory!
Smooth and has a realistic feel to it.
Great stuff... Actually I don't think it needs a description.
I think at the time I wanted to capture the feel of a hospital. I agree the poly's are a little high and stuff, but Its only a mess around type of thing... cheers
Rahzel
Anyway, I'll update this as soon as possible...
Also places that each class will excel in, very team minded map. R_speeds peak a little in places, but I didn't see them go over 800.
Defense orientated? but not too easy to defend.
Yeah, good stuff.
I can see why Hint brushes might not have worked, but I read an article on Collective from Jeff Pritchard about Horizontal Hint brushes, have you tried that? Also, if you made the bottom of all the containers into func_entities you might save some count.
Either way, R_speeds or not, I like it.
The camera shots can be a little distracting at times, take the opening sequence. It makes sense that when you whack the guy in the bunker, you get to go through the door. Wasn't all that happy with the transitions either, some of them are a bit sudden and don't give you time to explore.
Apart from that I like the concept. I didn't find any bug's and liked the texture, lighting and the white Zen..
You have four maps that look good, connected they might be really good. By connected, I mean joining them into a single map, rather than level transitions.
Looking at all 4 map's I say good work, well done. Looking at them seperatley.... well, sorry, but I am not inspired.
PS: I didn't kill your rating, not sure who did.
ricodm02_allsaints.bsp (allsaints)
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.
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.
Enjoy
More screenshots on my front page:
http://www.jobsmaps.com
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......
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.
but still, pretty neat!