Commented 19 years ago2005-04-07 02:03:58 UTC
in vault item: Stained GlassComment #6660
1337. Simply beautiful. Agree with Rabid that shadows should be skewed to the left, right, or stredtched forward, backward depending on the position of the sun. Otherwise, Excellent!
Commented 19 years ago2005-04-07 01:24:02 UTC
in vault item: RepercussionsComment #6657
+beautifully textured -clean and interesting architecture +neat lighting--pipes, rafters -once you get the level 2 card and enter the door, it should say something like "access granted," not 'level 2 card required."
Commented 19 years ago2005-04-07 01:08:23 UTC
in vault item: Falling TowerComment #6655
Neat. I was hypnotized by the way the dynamite was shaped/textured...drawn to it like a moth to the flame...
+Cool Effect -The tower 'disappears' you reach the apex
I didn't look at the .RMF, so I don't know how it works, but, would it be possible to have the tower fall forward or to the side, so the player can see it? You could do it with a func_door rotating.
Commented 19 years ago2005-03-31 22:23:16 UTC
in vault item: BigLotsComment #6492
Trust me, I'm not missing anything.
Decompiling won't really help you 'cause of the way it works--transforms all the brushes into something that won't compile--, so you're gonna have to rebrush the whole thing anyway. Which shouldn't be too bad, considering from the screenie it doesn't look so complex.
I would advise going into hammer options and removing any unecessary wads before making your next map.
Commented 19 years ago2005-03-30 20:05:50 UTC
in vault item: RavineComment #6470
Looks cool. Don't give up on the VM...you'll get it! I mapped for the longest time using just primitives...But trust me, VM will make your life easier!
+Fun
-little things missing mirrors in bathroom, other little nit-picky stuff.
Overall, Amazing...
+1000pts
+1000pts
+1000 pts
There are many func_ladder tutorials if you google and on this site.
Neat Idea!
I deleted the other map that was part of this download and appropriately, just left the example map.
+1000pts
-clean and interesting architecture
+neat lighting--pipes, rafters
-once you get the level 2 card and enter the door, it should say something like "access granted," not 'level 2 card required."
+Cool Effect
-The tower 'disappears' you reach the apex
I didn't look at the .RMF, so I don't know how it works, but, would it be possible to have the tower fall forward or to the side, so the player can see it? You could do it with a func_door rotating.
I still think it looks cool though, maybe it's the toony-textures...
Decompiling won't really help you 'cause of the way it works--transforms all the brushes into something that won't compile--, so you're gonna have to rebrush the whole thing anyway. Which shouldn't be too bad, considering from the screenie it doesn't look so complex.
I would advise going into hammer options and removing any unecessary wads before making your next map.
-sprites below streetlights
-props at the bar like drinks, trays, ashtray, etc
-chess set at the park
-and other props imo
Really though, nice map! Beautiful layout and nicely textured.