Commented 21 years ago2003-07-26 12:58:53 UTC
in vault item: cs_pumpo2Comment #92
This is your first try at a CS map? if so, keep going. You managed to produce a map that compiled, ran and wasn't full of errors.. that I could see anyway. Well Done. It is a bit basic, but hey we all have to start somewhere. Keep mapping... Andy
Commented 21 years ago2003-07-21 15:48:28 UTC
in vault item: Security CamerasComment #91
Use a func_pendulum for swivelling cameras. It doesn't look too bad if you get the degrees and angle right. I like the idea of a func_tank, I'm going to try that.
Commented 21 years ago2003-07-13 18:06:30 UTC
in vault item: RoomsComment #84
i liked the start with the grunts, but the jumping parts were a little annoying - personally i hate jumping around, but some people love it, so for all those people who hate jumping puzzles: make the jumps a little easyer! the distance between jumps is exactly maximum and this makes for a lot of unnececary hopping around. a little more combat would also be welcome.
Commented 21 years ago2003-07-13 09:03:54 UTC
in vault item: de_abydosComment #82
The TFC wad is there because I used a couple of textures from it for fittings and such.
It's a dust map because the guy who contacted me ran a dust server. I would have made it with other textures but there wasn't any I could find which I liked and could use well for this map.
Commented 21 years ago2003-07-13 05:06:27 UTC
in vault item: de_abydosComment #81
This thing is huge.. The inclusion of the TFC2.wad surprised me. But it is a good map, the speeds are good and it seems to play well with full server.. But it also suffers when the last two players are trying to find each other... It is Big...
Commented 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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...
It is a bit basic, but hey we all have to start somewhere.
Keep mapping...
Andy
iam happy to now that you wanaa update this map to hl2 would be fun.
It's a dust map because the guy who contacted me ran a dust server. I would have made it with other textures but there wasn't any I could find which I liked and could use well for this map.
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.