Commented 19 years ago2005-09-06 08:01:19 UTC
in vault item: dm_creteComment #8896
on another note, this isn't meant for alot of people. maybe 2 - 6 at the most. With less people, there is less chance to get fragged while going for the long-jump.
"but with only one texture there is only one question... why?"
I noticed that i try very hard to crispen up my textures so they look sharp and detailed, but they look blurry all of the time and i seem to never be satisfied with the result. However, the single texture idea frees up the tediousness of adjusting textures, making textures, making it try to look right with textures, etc. the element of that was taken out in this map, and utilized the sharp edges of the archetecture to define the detail as well as the contrasty ambient lighting. It was fun to ignore the textures and have some fun mapping for a change. it didn't feel like work and it tuned up my brushing skills in terms of design. I did notice that people don't get detailed with small brushes and edges very often, but this adds so much flare to a map in terms of detail. So many people are worried about their map looking good that the basics of design are being forgotten. I would gladly suggest everyone at TWHL to map something like this, it's a very good excercise for source and non-source mapping alike. Don't worry about the r_speeds too much either, just keep them under 2000
Commented 19 years ago2005-08-16 11:14:03 UTC
in vault item: Day 13Comment #8589
screeny looks HL1-like. I can't try it cuz i don't have HL2, but still, semi-bland from the screeny. I trust that you are improving all of this, last i heard you were still working on this.
Commented 19 years ago2005-08-01 07:43:21 UTC
in vault item: fy_tropicworldComment #8369
ok...
try making a small fy_tropic_island instead with no outter wall except some water. for the middle parts, come up with some nicely shaped rocks, maybe some terrain for the pool in the middle. also, find a palm tree model for some splash in the boredomness. if you need a good tree model, download this map and use them trees models from it. other than that, work on it and try to raise the bar on fy_maps.
Commented 19 years ago2005-07-12 07:42:46 UTC
in vault item: dm_RavenholmPortComment #8102
I don't have hl2 either, but i can comment from the screns. To me it look rather dark, maybe a lighter setting would be more suiting than night. I do like the theme and the props fit them nicely. I like it, but how well does it play?
Commented 19 years ago2005-06-27 15:32:09 UTC
in vault item: epscout's map packComment #7954
OK, i checked them all out
ep_glsump is a neat idea, but nothing new. ep_uspglock is also cool, like a multi-floor fy_iceworld.
However, the rest were really blah maps. I would the two here on my server just for fun if my server was up. Continue mapping and learn from what people say.
Commented 19 years ago2005-06-27 15:19:32 UTC
in vault item: de_ddustComment #7953
oh dang, i really like this map. It looks so official and authentic! i would rename this something like de_dry, de_desolate, de_arid, or add a pool and some palm trees and call it de_oasis. Honestly, i would run this on my server if my server was running. Nice job.
+ Original Archetecture + Textures Fit + Lighting + Layout - Amount of crates - No Rock formations like in de_dust and de_dust2 - Null Texture all unseen faces, including the tops of the walls near the sky
that'd be one helluva project to advance all of HL1... but if you were to modernize hl1's technology, keep this in mind. People advance technology by making it smaller and faster, more efficient and safer. That's why this test chamber is a bit different and not as large and bulky as the original. Since it is smaller, they could have four of the revised chambers fit inside the original large chamber.
Just wanted to point that out.
I will release the rmf soon, probably on june 3rd. that's when i'll get home. :
Commented 19 years ago2005-05-14 20:50:12 UTC
in vault item: dm_surrenderComment #7268
I can't run through it but it looks nice from your screens. I particularly like the tunnels and water one. Seems a bit dark, unless it's supposed to be
This comment was made on an article that has been deleted.
Commented 19 years ago2005-05-01 12:44:56 UTC
in vault item: Gyradell: Human AbsenceComment #7094
thanks for the good feedback and tips!
I figured someone knew about the clip brush thing I do use a short variety of textures to cut down on the filesize but wasn't expecting a filesize this low.(831.8 KB)
I didn't included my custom sprite for fog/haze either, which looks much better than the HL sprite i used. I'm gonna reupload this with the sprite fix and include the wad i used. Maybe somone can use my wad to make something.
Commented 19 years ago2005-04-30 23:48:36 UTC
in vault item: Gyradell: Human AbsenceComment #7079
well, it's kinda something stupid about hammer i never noticed before. but clicking on the clip brush tool icon changes the way it clips the brush. Either auto-deleting one side or the other, or simply splitting the brush in half. This allows you to texture one half of your brush with something different. EXAMPLE: Like if you have a series of walls and you want to add a trim to the top or bottom. Select all of the walls you want to clip and split the brushes as you please. Then simply retexture the split brushes. This can save time on the tedious manner of adding one brush at a time, or even works easily when putting in a door frame or a hole in the wall. It has many uses. I'm many of you already knew about this feature of the hammer editor.
Commented 19 years ago2005-04-19 23:51:21 UTC
in vault item: Tribute to TWHLComment #6878
Againe, really sweet map. It sort of reminds me of the jedi archives from Star Wars: Episode II. Also transitions into other areas of the map are very fluid and harmoic. Your style of mapping is clean, visually captivating, and distinctive. Bravo!
sniff I never had such a nice comment. I like you ideas of mentioning names and such but i was pushing for low filesize (once again) i guess i could add a few names in there. Like i said before, the wad is there, the rmf is there, i hope someone makes an expansion to this or perhaps cleans it up a bit more. I don't mind the alterations, i look forward to them
Commented 19 years ago2005-04-19 23:45:18 UTC
in vault item: Rimrook ResortComment #6877
meh, nobody is perfect. thanks for the feedback. I might not get around to updating this, that's why there's a wad and an rmf in the zip. So if something doesn't work right or could use some tweaking, go right ahead and do it
Commented 19 years ago2005-03-15 23:18:10 UTC
in vault item: ChallengeComment #6279
I loved it. Good use of archetecture and enemy placement. Kinda crept around corners and glock sniped everyone. The rooms were too small for enemies to maneuver around and fight. Overall: 4 stars!
"but with only one texture there is only one question... why?"
I noticed that i try very hard to crispen up my textures so they look sharp and detailed, but they look blurry all of the time and i seem to never be satisfied with the result. However, the single texture idea frees up the tediousness of adjusting textures, making textures, making it try to look right with textures, etc. the element of that was taken out in this map, and utilized the sharp edges of the archetecture to define the detail as well as the contrasty ambient lighting. It was fun to ignore the textures and have some fun mapping for a change. it didn't feel like work and it tuned up my brushing skills in terms of design. I did notice that people don't get detailed with small brushes and edges very often, but this adds so much flare to a map in terms of detail. So many people are worried about their map looking good that the basics of design are being forgotten. I would gladly suggest everyone at TWHL to map something like this, it's a very good excercise for source and non-source mapping alike. Don't worry about the r_speeds too much either, just keep them under 2000
Made in 2 hours just for pure enjoyment, try it sometime.
cluttery?
I do like the smoothness in the spiralage, something i probably couldn't do
Me, 3 days tops.
x__X
try making a small fy_tropic_island instead with no outter wall except some water. for the middle parts, come up with some nicely shaped rocks, maybe some terrain for the pool in the middle. also, find a palm tree model for some splash in the boredomness. if you need a good tree model, download this map and use them trees models from it. other than that, work on it and try to raise the bar on fy_maps.
link to map: http://twhl.co.za/mapvault_map.php?id=3159
mwahaha....
**--- (36)
Downloads: 33
o__O
sorry guys, just have to wait, i don't have my comp right now.
Unlike the rest of the cretins here, i looked over alot of your maps respectively.
+ Layout
+ Lighting
- Placement of cover
- Skyboxed
- No cover in one large area. Too open
overall 4/5 stars. congrats!
ep_glsump is a neat idea, but nothing new.
ep_uspglock is also cool, like a multi-floor fy_iceworld.
However, the rest were really blah maps. I would the two here on my server just for fun if my server was up. Continue mapping and learn from what people say.
+ Original Archetecture
+ Textures Fit
+ Lighting
+ Layout
- Amount of crates
- No Rock formations like in de_dust and de_dust2
- Null Texture all unseen faces, including the tops of the walls near the sky
overall, i rate this 4 stars.
but if you were to modernize hl1's technology, keep this in mind. People advance technology by making it smaller and faster, more efficient and safer. That's why this test chamber is a bit different and not as large and bulky as the original. Since it is smaller, they could have four of the revised chambers fit inside the original large chamber.
Just wanted to point that out.
I will release the rmf soon, probably on june 3rd. that's when i'll get home. :
please tell me which map your talking about and i'll forget about it
I also hinted it to reduce r_speeds a little.
Added a new fog sprite that looks better.
Included the wad i used
I figured someone knew about the clip brush thing
I do use a short variety of textures to cut down on the filesize but wasn't expecting a filesize this low.(831.8 KB)
I didn't included my custom sprite for fog/haze either, which looks much better than the HL sprite i used. I'm gonna reupload this with the sprite fix and include the wad i used. Maybe somone can use my wad to make something.
If this isn't clear, i could write a tutorial about it or something.
EXAMPLE: Like if you have a series of walls and you want to add a trim to the top or bottom. Select all of the walls you want to clip and split the brushes as you please. Then simply retexture the split brushes. This can save time on the tedious manner of adding one brush at a time, or even works easily when putting in a door frame or a hole in the wall. It has many uses. I'm many of you already knew about this feature of the hammer editor.
Yes, it is regular cs, not cs:s.
I might not get around to updating this, that's why there's a wad and an rmf in the zip. So if something doesn't work right or could use some tweaking, go right ahead and do it
I want source so I can dl it and play it :~(