Commented 19 years ago2005-10-30 22:00:51 UTC
in vault item: de_stack_v2Comment #9690
A map that has lots of nice elements, and many things I don't agree with
+Nice detail in places +Interesting original layout -Too many props strewn in some areas and others left barren -ropes? do they have a purpose--I tried jumping too them for a while? I think it would be cool if the ct's started atop the roof and took the ropes down. -random glass thingies everywhere--yuk! -weird secret passages with arrows that don't make sense
It's obvious that you have mapping skills and put some time into this, but I think it needs some rethinking.
Commented 19 years ago2005-10-29 15:39:03 UTC
in vault item: XavesComment #9662
@Hunter: The screenie does not do this map justice, as is many times the case with maps. This you should know by now.
The getting stuck problem is obvious, buy when you 'fall' through the right way, it creates an exquisite, original effect, that I can safely say blew me away.
Sort of like waves and gears. I like how you can ride atop the wave and fall throught too.
@Alex B: Please tell us what inspired you to create this effect!
The rest of the map was quite well done, if not a little short. I'm giving this one *** for sheer origianlity.
Commented 19 years ago2005-10-29 15:15:57 UTC
in vault item: SancefarComment #9660
Wow, I'm impressed--as always--, and you seem to be refining your technique at building this map, which is clearly evident for anyone trying this one out.
Texturing is impeccable albeit with a quite limited pallete--true rimrook style. What sets this one apart imo is how crispy clear and pretty they all looked, especially the main brick, which was my favourite! Whilst still in the realm of texturing, I must also say your sky fit really nice on this one and I thought it was most well done.
Architecture is always good and original for your maps, but for this one in paticular, I really loved the multipe, interweaving starways. They were simply beautiful, my second favourite part of the map.
First goes to the creative relief of the level, I think someone else described it as 'escheresque', which is a great analogy. I also like that you cant see the two top most towers until your just about up there.
Cool, different shapes throughout also--windows, hatchways, etc.
I'm quite the noob at lighting, but looked spot on to me.
loved the 'lag ahead' signs too--outstanding! *****
Beautifully constructed map! Reminded me of Battlefront maps a bit!
+Lifts! +Great ambient sounds +Death scream pwns! -Maybe a little more to it, or make each leg of the wheel more different -texturing a bit bland -architecture lacking in places--I did love the central spire though!
Commented 19 years ago2005-10-27 15:14:13 UTC
in vault item: de_twilightComment #9619
+Beautifully constructed and great custom textures1q +Great lighting +great props--some a little off scale though -no ambient sounds--a real let down
Texturing is great but maybe flows together a little too well to give it an overall slightly bland appearence imo. Perhaps a little more variation might do it well.
Also it's missing a real central theme. Where is this place? What do people do around here?
Commented 19 years ago2005-10-11 15:53:43 UTC
in vault item: Half-Life: DestinyComment #9409
Blown away by this!
To give a proper review, I should prolly play it a few more times, but here goes anyway. Among all the goodies that were my favourites:
+Red screener +The sounds and when the door closes to the time machine, and you hear that little seqence and the lights pop up--sprites?--, really cool! +cool that you got the teleport to work with the func_train. whenever i try to spawn inside a train, it doesn't work! +beautiful sequences throughout and nice, detailed story--with a nice way to account for finding a clear space to return to in the past +great voice acting +I loved how the time pod 'materializes' and pretty much the whole time travel sequence.
The only minuses I can think of are: -I got stuck and had to noclip to exit timepod -the ending was sort of blah -should have been more Xen for purposes of the compo
This is definitely a 5 in my opinion, bugs notwithstanding! Great job!
Commented 19 years ago2005-10-09 13:08:47 UTC
in vault item: Space-shipComment #9389
I saw this map pop up, on the front page, and I thought I'd give it another runthrough, now that I'm a bit more knowledgeable about HL than the first time I reviewed this, and I remembered liking it a lot.
Among my favourite parts of this map are the airlock, the maintenance access door at the beginning, and of course, the momentary rotating button door, with the env_renders--this door blew me away!!!
The general lighting is pretty much perfect, except maybe lightening here, and darkening there a little bit. The sounds you used for the doors were expertly choosed--you made the most out of the original sounds--, but there was no background ambience, which was probably the biggest letdown of the map
But back to the good stuff... The texturing on this map is some of the best I've ever encountered for original HL textures, as well, their alignment was impeccable! I loved the computer screen thingies too! One suggestion for those would be to make them emit light, and the rest of the room darker, sort of like a submarine bridge station.
Please finsish this for us and/or release the source for this map!!!
Commented 19 years ago2005-10-07 17:16:23 UTC
in vault item: de_viceComment #9355
Wow, very nicely done and great custom textures. I've never played gta, but i'm sure the likeness is very complete. A couple things I noticed:
-palm tree texture was missing for me... the tops were pink and black checkerbox -palm trunks textures could be tweaked, unless you 'staggered' them on purpose. -scale is a little off in the room ajacent to the elevator by the beach--chairs look huge, desk looks tiny -you forgot to clip the right side of the beach, so players can't see the edge.
Overall, this map was quite well done imo, and refresingly different from the norm!
Commented 19 years ago2005-09-26 19:27:47 UTC
in vault item: ArcaneComment #9200
Neat map. Escher-esque in a way with the teleports.
Skillfully constructed stairs and walkways.
One thin you might try is when you fall off the platform in the middle, teleport the fallen to the top of the map, so they're falling continually until shot!
Commented 19 years ago2005-09-26 18:22:46 UTC
in vault item: cs_destructionComment #9194
This map is awsome and is so like the building from the matrix, where Cipher betrays them. You even added the place where neo takes the pill and the main wet wall!!!
+Beautiful texturing / architechtre / lighting -no ambient sounds +Kick Arse Stairwell! +nice detail items, and props, but maybe add a couple more ; )
Commented 19 years ago2005-09-26 18:15:42 UTC
in vault item: cs_tube_assaultComment #9193
Wow, a refreshingly different kind of map for a change!
I love the texturing and detail throughout, even the super-bright colors inside the train!
+Nice props: fire hydrant, ticket booth, broken bits etc +Nice city scene outside, looks amazing!--WCD gets jealous... -render the subway lights less so they're more transparent.
Commented 19 years ago2005-09-26 17:40:43 UTC
in vault item: Fight Yard - 3 BuildingsComment #9189
Very nice job!
Likes: +Semi trucks! Did you make them yourself? Anyway nice! ++Of course the rain/fog effects are tops. Very well done when many mappers botch these both. It actually looks like the rainwater is drifting towards the t spawn! +Great ambients--rainwater, trucks +Architecture and texturing are nice. your getting good at these urban thingies +bulletproof busstops!
Dislikes: -spawn points are a bit dark -maybe add some streetlamps or other detail itmes -sky is pants, but this IS an FY map I guess...
Would you consider making a tutorial out of the rain/fog effects, or release the .rmf? Combined with the ambients, I actually fell like I'm out in the rain!
K. First of all I have to say this is a very well done, complicated setup, that I would probably never even try. Awsome job!
I noticed some of the same bugs the others did as well as some others. I really should run through it like 5 more times soak everything in--there is so much--but I'll put down what I remember:
-I got stuck on the train 2-3 times and had to noclip to get the train moving again. I didn't notice anyone else mention this, so maybe the problem is on my end somehow.
-towards the end of the last map, the track textures are ever-so-slightly misaligned. 2 or three other small instances of this that you can barely detect.
-you have brush overlap in places that is quite noticeable, but I think the others mentioned this.
+I loved the section where you looking through the venetian blinds, astoudingly detailed and quite awsome!
+ towards the end the ventilation room was also quite impressive.
+And pretty much everything else was top notch, more detailed than the original by far... This must have taken a long time!
Excellent job and good for you! Looks like we have another really good mapper on this site!
Commented 19 years ago2005-09-21 17:54:54 UTC
in vault item: myfirstmapComment #9102
Quite a nice start! This map is obviously largely unfinished, so I won't point out the obvious stuff.
+interesting layout +I love the glass atrium thingy! nice job +love the cop cars! +nice-looking hinged window +nice-looking stairs +nice texturing and architecture -lighting is weird in places. I'd recommend using texture lighting except where point lighting is a necessity--flickering stuff, rotating, etc. -place clip brush(s) just behind the cop cars, so you can still walk atop them, but not behind--they look weird on the other side!
Commented 19 years ago2005-09-21 17:38:56 UTC
in vault item: Its a TrapComment #9101
quite nice job and fun gameplay.
a few notes:
-doors/walls are way to thick, scale them properly
-the broken pop machine is a good idea--the one cut in half--, but texture the broken portion differntly, or you could even use brushes to build the 'inside' of the broken machine.
-i would recommend building some kind of gangway with a moving crane thiny for your suspended container. it looks weird just coming out of the ceiling.
-I liked the curved wall...you can slide down the whole length without any damage! However, it I don't think a brick wall would ever look like that
Commented 19 years ago2005-09-20 18:21:20 UTC
in vault item: awp_constructionsComment #9084
+nice architecture, if not a little blocky in spots. -maybe could use some more fine detail items... -There are some 'sticky' points in the map, like by the stack of pipes--which looked nice btw ;). Try running '-cliptype precise' command under CSG to try to fix this. Check here: http://www.zhlt.info/settings-for-final-compiles.html for more info. +bodies Rool of course! +nice texturing
Commented 19 years ago2005-09-20 18:19:20 UTC
in vault item: mp_den_castleComment #9083
Wow this map was way better than I expected it to be from the screenie!
The texturing and architecture leave much to be desired, but everything else is pretty cool imo.
+Love the train! +Awsome layout imo--like a ride at Disney +what were those purple things? sprites? paths? func_rotating? +draw bridge and moat! +train rails were quite well constructed.
This map is neat, and refreshingly different, but it could be much better!
+Nice detail in places
+Interesting original layout
-Too many props strewn in some areas and others left barren
-ropes? do they have a purpose--I tried jumping too them for a while? I think it would be cool if the ct's started atop the roof and took the ropes down.
-random glass thingies everywhere--yuk!
-weird secret passages with arrows that don't make sense
It's obvious that you have mapping skills and put some time into this, but I think it needs some rethinking.
+Interesting layout.
+Neat construction in places.
The rest didn't leave an impression on me, which is to say this definitely needs more work, and doesn't belong in the 'completed' section imo.
4 stars Hunter? In what universe?
Makes me almost want to install the mod too, but I'm far too lazy
The getting stuck problem is obvious, buy when you 'fall' through the right way, it creates an exquisite, original effect, that I can safely say blew me away.
Sort of like waves and gears. I like how you can ride atop the wave and fall throught too.
@Alex B: Please tell us what inspired you to create this effect!
The rest of the map was quite well done, if not a little short. I'm giving this one *** for sheer origianlity.
Nice Job!
That said, this map has nice architecture/texturing/lighting throughout.
Little big for my taste too, I would never play a map like this.
You obviously have some skill, why not building something a little smaller, and a little less cloney
***
Texturing is impeccable albeit with a quite limited pallete--true rimrook style. What sets this one apart imo is how crispy clear and pretty they all looked, especially the main brick, which was my favourite! Whilst still in the realm of texturing, I must also say your sky fit really nice on this one and I thought it was most well done.
Architecture is always good and original for your maps, but for this one in paticular, I really loved the multipe, interweaving starways. They were simply beautiful, my second favourite part of the map.
First goes to the creative relief of the level, I think someone else described it as 'escheresque', which is a great analogy. I also like that you cant see the two top most towers until your just about up there.
Cool, different shapes throughout also--windows, hatchways, etc.
I'm quite the noob at lighting, but looked spot on to me.
loved the 'lag ahead' signs too--outstanding!
*****
+Lifts!
+Great ambient sounds
+Death scream pwns!
-Maybe a little more to it, or make each leg of the wheel more different
-texturing a bit bland
-architecture lacking in places--I did love the central spire though!
Nice job!
****
+Nicely constructed
+Nicely Textured
+Good Lighting
+Fun game play
My favourite room was up in control, where you could activate the turrets, and then watch the carnage!
+Great lighting
+great props--some a little off scale though
-no ambient sounds--a real let down
Texturing is great but maybe flows together a little too well to give it an overall slightly bland appearence imo. Perhaps a little more variation might do it well.
Also it's missing a real central theme. Where is this place? What do people do around here?
Overall a really nice job!
****
I loved the custom textures like the switchable animating for some of the teleport 'walls' and the hell ones too!
Lots of nice elements but missing that certain something, mayber just a more concise central theme.
Nice job!
Looks amazing I must say, will try to check it out soon
At leeast put the monkey--the better one-- in the corner like the original
To give a proper review, I should prolly play it a few more times, but here goes anyway. Among all the goodies that were my favourites:
+Red screener
+The sounds and when the door closes to the time machine, and you hear that little seqence and the lights pop up--sprites?--, really cool!
+cool that you got the teleport to work with the func_train. whenever i try to spawn inside a train, it doesn't work!
+beautiful sequences throughout and nice, detailed story--with a nice way to account for finding a clear space to return to in the past
+great voice acting
+I loved how the time pod 'materializes' and pretty much the whole time travel sequence.
The only minuses I can think of are:
-I got stuck and had to noclip to exit timepod
-the ending was sort of blah
-should have been more Xen for purposes of the compo
This is definitely a 5 in my opinion, bugs notwithstanding!
Great job!
Just played your compo entry map too...very nicely done!
Xen was well constructed and i loved the crane back at black mesa!
btw you shouldn't you host your compo map under your profile, so people can comment on it??
Among my favourite parts of this map are the airlock, the maintenance access door at the beginning, and of course, the momentary rotating button door, with the env_renders--this door blew me away!!!
The general lighting is pretty much perfect, except maybe lightening here, and darkening there a little bit. The sounds you used for the doors were expertly choosed--you made the most out of the original sounds--, but there was no background ambience, which was probably the biggest letdown of the map
But back to the good stuff... The texturing on this map is some of the best I've ever encountered for original HL textures, as well, their alignment was impeccable! I loved the computer screen thingies too! One suggestion for those would be to make them emit light, and the rest of the room darker, sort of like a submarine bridge station.
Please finsish this for us and/or release the source for this map!!!
5 stars in my opinion, even if it's unfinished
+nice use of props
-something wrong with the football table, when you 'e' it, a call for a missing model comes up..
Nice job! 3? *'s
-palm tree texture was missing for me... the tops were pink and black checkerbox
-palm trunks textures could be tweaked, unless you 'staggered' them on purpose.
-scale is a little off in the room ajacent to the elevator by the beach--chairs look huge, desk looks tiny
-you forgot to clip the right side of the beach, so players can't see the edge.
Overall, this map was quite well done imo, and refresingly different from the norm!
+1000 pts!!!
I loved my section, a beautifully constructed cell block!
The bio textures didn't work for me for your room--which rocked hard btw!
Long Live Habboi you just made my day!
<runs looking for mom screaming: mom mom! i'm in a map!! mom mom!!
Skillfully constructed stairs and walkways.
One thin you might try is when you fall off the platform in the middle, teleport the fallen to the top of the map, so they're falling continually until shot!
nice job.
-some of the car brushes and textures are borked though.
I loved the the turrets and the fan shadow on the floor tied to func_rotating.
Sorta weird. in the column room, all the weapons are 'blacked' out for some reason... weird lighting issue.
The rest of the map was sora blah imo.
Seventh!!!!!!
+Beautiful texturing / architechtre / lighting
-no ambient sounds
+Kick Arse Stairwell!
+nice detail items, and props, but maybe add a couple more ; )
Overall, great job dude!
I love the texturing and detail throughout, even the super-bright colors inside the train!
+Nice props: fire hydrant, ticket booth, broken bits etc
+Nice city scene outside, looks amazing!--WCD gets jealous...
-render the subway lights less so they're more transparent.
Very nicely done! Rock on dude!
is this a source map? fix the label mate!
Likes:
+Semi trucks! Did you make them yourself? Anyway nice!
++Of course the rain/fog effects are tops. Very well done when many mappers botch these both. It actually looks like the rainwater is drifting towards the t spawn!
+Great ambients--rainwater, trucks
+Architecture and texturing are nice. your getting good at these urban thingies
+bulletproof busstops!
Dislikes:
-spawn points are a bit dark
-maybe add some streetlamps or other detail itmes
-sky is pants, but this IS an FY map I guess...
Would you consider making a tutorial out of the rain/fog effects, or release the .rmf? Combined with the ambients, I actually fell like I'm out in the rain!
Great Job!
+nice placement of monsters
+good lighting/texturing
+fair architecture
Good Job!
File skipped, unknown compression method.
I noticed some of the same bugs the others did as well as some others. I really should run through it like 5 more times soak everything in--there is so much--but I'll put down what I remember:
-I got stuck on the train 2-3 times and had to noclip to get the train moving again. I didn't notice anyone else mention this, so maybe the problem is on my end somehow.
-towards the end of the last map, the track textures are ever-so-slightly misaligned. 2 or three other small instances of this that you can barely detect.
-you have brush overlap in places that is quite noticeable, but I think the others mentioned this.
+I loved the section where you looking through the venetian blinds, astoudingly detailed and quite awsome!
+ towards the end the ventilation room was also quite impressive.
+And pretty much everything else was top notch, more detailed than the original by far... This must have taken a long time!
Excellent job and good for you! Looks like we have another really good mapper on this site!
Funny too--cheeseloaf?!
http://ipa.buffalostate.edu/~rowleybob/pink 007.zip
the upturned chair looks nice from the screenie
+interesting layout
+I love the glass atrium thingy! nice job
+love the cop cars!
+nice-looking hinged window
+nice-looking stairs
+nice texturing and architecture
-lighting is weird in places. I'd recommend using texture lighting except where point lighting is a necessity--flickering stuff, rotating, etc.
-place clip brush(s) just behind the cop cars, so you can still walk atop them, but not behind--they look weird on the other side!
Finish this!
a few notes:
-doors/walls are way to thick, scale them properly
-the broken pop machine is a good idea--the one cut in half--, but texture the broken portion differntly, or you could even use brushes to build the 'inside' of the broken machine.
-i would recommend building some kind of gangway with a moving crane thiny for your suspended container. it looks weird just coming out of the ceiling.
-I liked the curved wall...you can slide down the whole length without any damage! However, it I don't think a brick wall would ever look like that
-maybe could use some more fine detail items...
-There are some 'sticky' points in the map, like by the stack of pipes--which looked nice btw ;). Try running '-cliptype precise' command under CSG to try to fix this. Check here: http://www.zhlt.info/settings-for-final-compiles.html for more info.
+bodies Rool of course!
+nice texturing
The texturing and architecture leave much to be desired, but everything else is pretty cool imo.
+Love the train!
+Awsome layout imo--like a ride at Disney
+what were those purple things? sprites? paths? func_rotating?
+draw bridge and moat!
+train rails were quite well constructed.
This map is neat, and refreshingly different, but it could be much better!