Commented 18 years ago2006-11-21 14:58:19 UTC
in vault item: second chance lvl 1Comment #13507
This was a fun map actually, if you read this message then you have found my secret announcement.
I am making a video about my Mapping Past, I was close to finishing but I don't like the limits of Windows Video Maker so I am winning another program to make a decent video.
Commented 18 years ago2006-09-04 10:23:06 UTC
in vault item: InfiltrationComment #12952
I thought I'd give this a go since I was bored and...
It was a bit entertaining and one of your rooms inspired me to make some kind of puzzle map but that's for another time...
The first map - It was raining seagulls!? The displacements were nice but your brothers mountain texture was too shiny and didn't fit in with the rest of the map.
The sewer was dark but I later found out my gamma was low so...I think a small light (green) above the power box might have helped.
I kept smashing vent holes and they didn't break so like Hunter said texture differently.
The combat was very hard...I think one or two less Elite might have made it easier...I was even playing on easy and they kept shooting the AR2 balls at me...How can I dodge 20 of them!?
Map 2: Puzzles made a nice change from fighting, I could see the skybox in that outside area with water below you. Textures were unaligned in places. Detail was low in places and texture choice was eugh.
Map 3: First of all that Vort healing bit frightened me...I fell off my chair. The Strider battles were tiresome and boring because they stood there... The gateway models were alright but I feel you just chucked them in for the sake of it...I noticed textures and themes didn't match...
Changing to the city made me do the 'wtf face' and then I was suddenly loaded to some black room with credits and a random door in the middle...
The whole project was fun but tough but detail wise it had its moments and it had its bad moments. To be fair it looks like you put a lot of work into it and although it deserves 3.5 I think the hard work adds another .5 so 4 but you scrapped it off my shoe...My suggestions are when making maps with doors use model doors, work on hallway detail, work on NPC combat as I found enemies would face away - Use scripts to make them charge at you, moving around makes it harder to shoot them..., make Striders move and check for bugs with friends.
Commented 18 years ago2006-09-04 07:41:12 UTC
in vault item: de_resident_evil_v2Comment #12951
Dude dude dude...Convert this to Sven co-op and put a mission in it because I am a huge fan of Resident Evil and playing similar maps on Sven was a lot of fun...Only thing is they didn't really look similar to the game...You must convert or the World will fall!
This comment was made on an article that has been deleted.
Oh and the stairs...Well the angled floor where the audience ends at each corner...You clipped most of it nicely but one bit is clipped and there's this huge gap inbetween...I had to remake that.
I func_detailed the audience together, the ring and I removed all model textures like the exit signs and the lights.
Anyway I have tried and tried and I am almost certain an entity is causing this error...You may need to know this:
1. Add Cubemaps 2. Use Nodraw 3. Don't use model textures aka the lights 4. I wouldn't use those effect textures...Especially on those cylinders. 5. Those cylinders on top of the arena poles look a bit dodgy...May be part of the error... 6. Use func_detail on all the audience together and complex shapes...This helped me remove all your cluster probs. 7. Your ring in the center is hollow..You could make it out of a single block and clip at angles. - Saves time and compile time.
Even after removing all errors...HL2 crashes after the map is loaded...
My assumption is an entity is doing it...I'll look into it later but now you know why...
Actually I just thought...This map deserves a 3 and 4 at the most...I put so much work into it and to be honest only fullbright blocks get 2 star...I find it slightly insulting.
Commented 18 years ago2006-08-09 14:33:50 UTC
in vault item: Slomo/Filter ExampleComment #12791
Gasp Amazing
Are you hiding entities cause when I copied them it complained in the outputs that I was missing them...I'll download again cause my one may be an older version.
So had I used displacements and added detail I would get a better rating right? I can understand the displacement part but I cannot agree to more detail on anything else. Buildings don't get more realistic than that and my artistic designs stretch no further.
I'm happy with the result, first real SP map I've ever made and it works out as a great portfolio piece for the recreating part.
Anyway thanks for the reviews because I was expecting replies like that. One more thing...I had it set to HL2 but Kasperg suggested otherwise. - Blame him.
Phew, I thought the first comment would be "It's crap"...
A few things: Half-way through I just noticed 'Unique Theme' and tried to change my ideas...It was too late so I spent a 'VERY' long time recreating everything. If you copied ba_tram1 over it then you'd get a pretty close scale.
I got lazy near the end and as you can tell from the cave...A bit blocky.
I could have used displacements but I'm still not confident with them yet so I opted for faithful blocks.
The train was so simple...I had FX set to 0 instead of 255. >_<
Commented 18 years ago2006-08-05 07:04:13 UTC
in vault item: Competition 21 - ShadowsComment #12742
The map itself is brilliant in terms of architecture and lighting. However my only concern in the feeling of being there...Ambience. The only sound I heard was zaaap zaaap however I can understand since you said you rushed it yesterday so we can ignore that issue.
The train track is nicely curved and the lighting all around has an artistic feel to it.
If you carried on with this then it could turn into a great train ride for a mod of some sort. Perhaps a Dystopia hologram place hmm...
I'll give you 4 but I feel 4.4 is better so rounded 'down' is a 4. If you added some ambience then I'd gladly give it a full 5. Good luck.
Commented 18 years ago2006-07-27 10:18:12 UTC
in vault item: Horror MapComment #12676
Ok so I played it and I did jump a bit actually...The bang type noises got me but who wouldn't be scared by it...
Anyway it was a bit small but I like how you converted the HL2 models...You also edited the Zombie which I thought was cool.
I didn't quite understand the trap because at first I thought it was gonna make that body do something...Anyway it was great overall and had a nice mood to it.
4.5 out of 5 because the things that could be improved are:
Maybe more areas to move in (Vents) Some more scares like that painting...She could follow you with her eyes...
Reminds me of the Goldeneye rocket sequence for some reason.
I hope so at least...Just a question but are you considering making a really detailed and impressive level in the future?
This map is a good lesson but a lot of people love to see really nice and detailed levels with lighting etc...
People always suggest that you never release your first map unless it is good.
Keep practicing and good luck
HLSP I guess.
Looks like fun.
I am making a video about my Mapping Past, I was close to finishing but I don't like the limits of Windows Video Maker so I am winning another program to make a decent video.
This doesn't look half bad, 3.5 = 4.
http://www.habboi.co.uk/mariomap.htm
Shovel looked dodgy where the slaves were buried.
I did not experience any invincible Gargs or Houndeyes so it was fine.
Great scripts and what nots...A bit short but hey it had quality written all over it.
Looks rather good, the custom textures do the job and it actually inspires me to make my map idea someday.
You seem to churn maps as fast as Kasperg. Looks good.
The least you could do was add a 3D Skybox and not box it out...
Mind you the text is pretty well made and the advertising works on me...:S
It was a bit entertaining and one of your rooms inspired me to make some kind of puzzle map but that's for another time...
The first map - It was raining seagulls!? The displacements were nice but your brothers mountain texture was too shiny and didn't fit in with the rest of the map.
The sewer was dark but I later found out my gamma was low so...I think a small light (green) above the power box might have helped.
I kept smashing vent holes and they didn't break so like Hunter said texture differently.
The combat was very hard...I think one or two less Elite might have made it easier...I was even playing on easy and they kept shooting the AR2 balls at me...How can I dodge 20 of them!?
Map 2: Puzzles made a nice change from fighting, I could see the skybox in that outside area with water below you. Textures were unaligned in places. Detail was low in places and texture choice was eugh.
Map 3: First of all that Vort healing bit frightened me...I fell off my chair.
The Strider battles were tiresome and boring because they stood there...
The gateway models were alright but I feel you just chucked them in for the sake of it...I noticed textures and themes didn't match...
Changing to the city made me do the 'wtf face' and then I was suddenly loaded to some black room with credits and a random door in the middle...
The whole project was fun but tough but detail wise it had its moments and it had its bad moments. To be fair it looks like you put a lot of work into it and although it deserves 3.5 I think the hard work adds another .5 so 4 but you scrapped it off my shoe...My suggestions are when making maps with doors use model doors, work on hallway detail, work on NPC combat as I found enemies would face away - Use scripts to make them charge at you, moving around makes it harder to shoot them..., make Striders move and check for bugs with friends.
I was lazy
Anyway it's good you found it so enjoy.
I func_detailed the audience together, the ring and I removed all model textures like the exit signs and the lights.
Anyway I have tried and tried and I am almost certain an entity is causing this error...You may need to know this:
1. Add Cubemaps
2. Use Nodraw
3. Don't use model textures aka the lights
4. I wouldn't use those effect textures...Especially on those cylinders.
5. Those cylinders on top of the arena poles look a bit dodgy...May be part of the error...
6. Use func_detail on all the audience together and complex shapes...This helped me remove all your cluster probs.
7. Your ring in the center is hollow..You could make it out of a single block and clip at angles. - Saves time and compile time.
Even after removing all errors...HL2 crashes after the map is loaded...
My assumption is an entity is doing it...I'll look into it later but now you know why...
I've had this before on a map...I won't give up mind...I'm going to eat my dinner and then I'll tear your map apart.
Nice map
Think it over.
Old threads are left old.
Are you hiding entities cause when I copied them it complained in the outputs that I was missing them...I'll download again cause my one may be an older version.
This map is WAY below your standards, Mr. Habboi.
This line makes me smile because you think my standards are better and that touches me. Thanks.
So had I used displacements and added detail I would get a better rating right? I can understand the displacement part but I cannot agree to more detail on anything else. Buildings don't get more realistic than that and my artistic designs stretch no further.
I'm happy with the result, first real SP map I've ever made and it works out as a great portfolio piece for the recreating part.
Anyway thanks for the reviews because I was expecting replies like that. One more thing...I had it set to HL2 but Kasperg suggested otherwise. - Blame him.
Comment Read Maddymoo - Shame this isn't a voting competiton eh
A few things: Half-way through I just noticed 'Unique Theme' and tried to change my ideas...It was too late so I spent a 'VERY' long time recreating everything. If you copied ba_tram1 over it then you'd get a pretty close scale.
I got lazy near the end and as you can tell from the cave...A bit blocky.
I could have used displacements but I'm still not confident with them yet so I opted for faithful blocks.
The train was so simple...I had FX set to 0 instead of 255. >_<
The train track is nicely curved and the lighting all around has an artistic feel to it.
If you carried on with this then it could turn into a great train ride for a mod of some sort. Perhaps a Dystopia hologram place hmm...
I'll give you 4 but I feel 4.4 is better so rounded 'down' is a 4. If you added some ambience then I'd gladly give it a full 5. Good luck.
I fixed it, turns out I had it set to no colour FX...
That, or you're good at taking pictures that hide mistakes...heh.
I would normally say "Hey I'll give it a go later" but when I say that I tend to forget...I'll try to remember but don't expect miracles ;P
Anyway it was a bit small but I like how you converted the HL2 models...You also edited the Zombie which I thought was cool.
I didn't quite understand the trap because at first I thought it was gonna make that body do something...Anyway it was great overall and had a nice mood to it.
4.5 out of 5 because the things that could be improved are:
Maybe more areas to move in (Vents)
Some more scares like that painting...She could follow you with her eyes...
Good good!
4.5 rounded to 5