Nicely done. Would you consider releasing the rmf, so we can see how you did some of the stuff?;)
For starters, did you use env_shootters for the thingies--sprites?--shooting out of the crystal when it touches the env_beams/lasers?
Great sequences and architecture, as usual. Only too criticisms/suggestions:
-Clip in front of the blue and red pipes, so you don't walk up them like stairs. -Move the center of the big cylinder thingy in the center of the room closer to the ceiling. I looks off center currently, imo.
Otherwise, very fun and of course...1337! Great job, 1000 pts
Commented 19 years ago2005-05-08 14:26:00 UTC
in vault item: cs_streetcrisisComment #7188
Nice job overall!
+Well constructed and carefully textured +Nice layout -Your beds are causing face-splitting on the floor. To fix, lift them off the floor 1 unit or make them func_walls. -The house and hostie area are scantily decorated, they don't look real -outside, add a trafic light, or some sign or toll booth models.
Overall pretty solid job. There is also some face splitting @ the manhole cover, but I'm not sure why, considering it's a func_wall.
I tried the mini sky brush 'round the rope, but no dice. I tried other things, but also no workie. For now, I just put a box around it that closely resembles the sky. Maybe fading it using texture/200's might make it blend better.
Commented 19 years ago2005-05-04 00:43:37 UTC
in vault item: cs_dea4Comment #7121
Great map that is well construckted throughout, especially the boardroom imo. Full of nice prefabs and nice effects--vent fan, metal detector.
But, like your shipping map, there are many doors that don't go anywhere and too many in genearal imo. Remember this is a CS map, not real life. The first 3 floors are too repetative, and though in real life this is exactly how real builing layouts are constructed, again, this is a CS map.
To sum up, a beautifully constructed map, but way to 'busy' for a good Counter-strike map.
Commented 19 years ago2005-05-02 22:35:29 UTC
in vault item: Gyradell: Human AbsenceComment #7114
When you walk in walk in the windy room, you can see the seperate brushes of the of the windy conveyor matrix. Sorry if that isn't any clearer, but I don't know how else to say it.
Puting a brush--tied to func_illusionary turned pepindicular to the convyeors and wide enough for the entire room, may hide the gridwork.
It's really a minor thing, just thought it might improve it a little.
Commented 19 years ago2005-05-01 23:50:32 UTC
in vault item: Gyradell: Human AbsenceComment #7099
I can't decide which sprite is better, but they both look pretty damn good. One more comment/suggestion too regarding the 'windy' room. If you put a brush tied to func_illusionary below your feet, perpindicular to the func_convyeyors running up and down, would that eliminate or lessen being able to see the indivudal convyeor brushes?
Commented 19 years ago2005-05-01 00:14:25 UTC
in vault item: Gyradell: Human AbsenceComment #7081
Wow, I didn't know the clip brush did that either...very cool!
Ok, for the map, one of your most interesting yet IMO. The subtle fog effects inside were flawless, and the wind tunnel room was also quite amazing. The rest of the map kinda paled in comparison.
One thing I've noticed with a lot of your maps is you tend to stick to a pretty limited palette all the way through. Though this makes the map blend, flow together, and transition better, it's sort of tedious after while IMO.
Maybe an off color hear or there to mix it up??
Overall, really good. Againe, I was blown away by the fog/haze sprites in this map....perfect!
Commented 19 years ago2005-04-30 21:17:32 UTC
in vault item: func_tankrocketComment #7077
Please strike my last...
Now, what I should be telling you is to go through Atom's tutorial again, but I will not. You pretty much got it right excepth for a couple of things.
First, because you have the tank pointed 180?, you need to put the tank controls on the opposite side of your tank--just like atom's.
For the sound issue, you need to adjust your multimanager. I've been told never to set any multimanager value to zero, as this can cause weird errors. Instead, make the value .001 if you want the event to occur right away.
And if you want rockets instead of bullets to come out the business end of your tank, you need to change the enity from func_tank to func_tank rocket.
After that, change the rate of fire and other misc. settings to you liking.
Func_tanks can be a little tricky at first, but they're really not so bad when you get down to it. Good Luck!
The subterranean tunnels reminded me of the second Indiana Jones movie, when they were riding the mining carts.
+the door hanging by a thread--func_door_rotating?
Interesting map, but 5 stars it is not. Also, the biggest ladder i've ever seen on a half-life map!
Neat job.
-750 forum pts
Move the top edge of big cylinder thingy--at the center of the room-, so it's closer to the ceiling, and looks more correctly aligned.
For starters, did you use env_shootters for the thingies--sprites?--shooting out of the crystal when it touches the env_beams/lasers?
Great sequences and architecture, as usual. Only too criticisms/suggestions:
-Clip in front of the blue and red pipes, so you don't walk up them like stairs.
-Move the center of the big cylinder thingy in the center of the room closer to the ceiling. I looks off center currently, imo.
Otherwise, very fun and of course...1337!
Great job, 1000 pts
But it works so gj!
Really great job!
+1000 pts
+Well constructed and carefully textured
+Nice layout
-Your beds are causing face-splitting on the floor. To fix, lift them off the floor 1 unit or make them func_walls.
-The house and hostie area are scantily decorated, they don't look real
-outside, add a trafic light, or some sign or toll booth models.
Overall pretty solid job. There is also some face splitting @ the manhole cover, but I'm not sure why, considering it's a func_wall.
How do you get the rail gun out of the glass?
Amazing map, great job!
Really cool, ans I liked the help room, the voices, everything, until you get to the dance 'chamber.' I couldn't get it to work.
What text to speech engine did you use?
How did you do it? I've tried building stuff like that out of world brushes, and I always get that "max leaf faces" error.
Buhbye!
Ty for comments!
+Cool trench layout
+Cool breakables (bunker after explosion)
+And of course, nice mines!
But, like your shipping map, there are many doors that don't go anywhere and too many in genearal imo. Remember this is a CS map, not real life. The first 3 floors are too repetative, and though in real life this is exactly how real builing layouts are constructed, again, this is a CS map.
To sum up, a beautifully constructed map, but way to 'busy' for a good Counter-strike map.
Puting a brush--tied to func_illusionary turned pepindicular to the convyeors and wide enough for the entire room, may hide the gridwork.
It's really a minor thing, just thought it might improve it a little.
+Nice prefabs!
+Lighiting in general
-Too mandy doors that go no where
-Ladders in shipping bay you cannon climb
Nice map, but not for cs in my opinion. I would advise modifying to be better suited for cs, or make it a DM map.
Nice Job overall!
Nice fire sprite and ambients too!!
Overall, visually stunning, if not complete.
+good performance for such a big thing.
-bunkers need more props
Maybe even ham it up a bit, and put signs saying:
Carnage, This way!======>>>>>
I can't find anything about this map I don't like...
+10000 pts
Ok, for the map, one of your most interesting yet IMO. The subtle fog effects inside were flawless, and the wind tunnel room was also quite amazing. The rest of the map kinda paled in comparison.
One thing I've noticed with a lot of your maps is you tend to stick to a pretty limited palette all the way through. Though this makes the map blend, flow together, and transition better, it's sort of tedious after while IMO.
Maybe an off color hear or there to mix it up??
Overall, really good. Againe, I was blown away by the fog/haze sprites in this map....perfect!
Now, what I should be telling you is to go through Atom's tutorial again, but I will not. You pretty much got it right excepth for a couple of things.
First, because you have the tank pointed 180?, you need to put the tank controls on the opposite side of your tank--just like atom's.
For the sound issue, you need to adjust your multimanager. I've been told never to set any multimanager value to zero, as this can cause weird errors. Instead, make the value .001 if you want the event to occur right away.
And if you want rockets instead of bullets to come out the business end of your tank, you need to change the enity from func_tank to func_tank rocket.
After that, change the rate of fire and other misc. settings to you liking.
Func_tanks can be a little tricky at first, but they're really not so bad when you get down to it. Good Luck!