Commented 14 years ago2010-02-06 13:46:20 UTC
in vault item: Dying at SeaComment #17944
+Nice old-school architecture +lighting +ambience +scripted_squences +nice use of func_tank but kind of useless (the machine gun) +RPG grunt
-I danced in front of the scripted_grunts, they did nothing. -I need some armor to kill all of those grunts. -Rooms can use some detail. -A bit hard perhaps, I didnt see any health chargers, maybe I missed it.
But very good for a 3rd map. If it is your 3rd map.
Commented 14 years ago2010-02-05 12:24:39 UTC
in vault item: Blue ParadiseComment #17940
Architecture was well done, and quite unique. Ambience and the enviroment (with the new sky) was neat. Teleporting the player after they fall was also a nice idea, it provides some tactical gameplay. I really liked it.
However, map seemed almost same at every place. It was hard to get to know the map, was a bit confusing. And I can hardly see where the weapons are placed. Maybe some of those pink orbs can be placed on the weapons to make them more visible to players? When falling from some of the towers (anti-gravity tunnels) the descend is really slow. It's really a good idea but it might frustrate some players.
I also got stuck in an infinite loop with that dark fading tunnel you made with the teleporting when I tried to enter it backwards. So you cant face your chaser when you enter that one.
I think this could have been a great single-player map instead of DM. But the ideas used in the map convinces me to rate it 5. Good work.
Commented 14 years ago2010-02-01 11:26:36 UTC
in vault item: Rooms Half-lifeComment #17932
Really well made. The entity work (loading screens, confirm/cancel) Architecture Lighting Everything..
All of them were top notch. All was to be expected though, seeing how every mapper worked on their own room so much. World Crafter's mirror effect was simple yet effective. I wonder if did he get inspired by "Prey". I always wanted to try that in goldsource after playing "Prey".(love Silent Hill) Atom's room affected me the most perhaps.. I miss Half-Life. The beginner mappers rooms were also nice with the help of other TWHL members. Every room had a well made effect in it, showing how each member is creative individually. Author Commentary was also a nice touch, really showing the players how much amount of serious work was put into the project.
This project really shows what TWHL members can accomplish in unity. Astonishing stuff.. made me wish I joined too. Well done again, everyone.
Commented 15 years ago2009-05-13 16:58:33 UTC
in vault item: Agm_OrbitComment #17503
Thx everyone,
-The reason you die by fire damage is because you are actually burning in the atmosphere.
-The reason I'm teleporting you to a trigger_hurt after falling is because I didnt want to make the map any more larger than it already is... As far as I remember, I was getting an error when I tried to compile it with a large skybox. (I forgot what it was, hmm. I'll go try compiling it again)
-Yes, the map is actually for AG. Thats why the light_enviroment is 90 degress, wanted the map to be well lit for players. And as I heard, AG players didnt like gravity. None of the AG maps ever have gravity anyway, even in their Xen themed CTF maps. I think that it somehow reduces the AG experience. (well, thats what they said or I was going to include it. I still can actually for hldm.)
-To use the jumps, walk onto them and then press jump. They wont fire you when you walk onto them. Also jump onto them from the gauss platfrom to prevent fall damage ^^ But yea...they could have been better, I agree.
Commented 15 years ago2009-05-04 02:52:10 UTC
in vault item: Agm_OrbitComment #17475
I didnt make all the textures, check out the readme file for more info. Most of them are from Natural Selection and the yellow-propeller texture is made by Rimrook, I forgot to mention that. Sorry Rim.
I have no idea, zeeba-G. Try downlading it again.
Also thanks Captain Terror for the detailed feedback. I did kinda finish it in a hurry. You can see some of the clipping issues in the map if you look carefully. I was too lazy to remake them so ... copy-paste
Commented 15 years ago2009-01-06 13:25:04 UTC
in journal: #5544Comment #47121
"computer--CPU, PSU, graphics card, etc."
You know those are kind of hard words for an eighteen months old to spell.
Good job!
After that, instead of teaching animals like cow, bull, lion. (old school!) Try Vortigaunt, gargantua, houndeye etc instead. Stuff he would encounter if we ever open a dimensional portal to Xen.
Commented 15 years ago2008-12-14 09:34:15 UTC
in journal: #5508Comment #51685
Daubster is right, every mapper has it. I got 3 ideas for HL1 mod, 2 for HL2 and a map for L4D. But once you start and build some shit, you get bored quickly and give up. It sucks, I know. But there is a "Cure", working with a TEAM.
Commented 15 years ago2008-12-04 16:28:55 UTC
in vault item: Simple cameraComment #5488
I'm not sure but I think we already have a camera example map in the vault. I suggest checking the vault before submitting an example map. Good job, anyway.
Commented 16 years ago2008-10-07 08:44:19 UTC
in vault item: Life's EndComment #16948
Awesome mod I liked everything about it. Architecture was nice, great entity work and very nice usage of the half-life soundtrack. I just didn't like the ending.
The gameplay and the puzzles weren't so hard. But I kinda got sick of finding keycards.
Commented 16 years ago2008-07-27 14:55:25 UTC
in vault item: 1214 (for Flat-Life)Comment #16799
Thanks for the nice comments. Rimrook is right, I actually wanted to add the 1214_6.bsp later in another map pack (with the other levels). But the game should have an ending. So I updated the .zip. *Fixed a mapping error in 1214_1 (a texture didnt emit light) *Added an ending for the 5th level.(now the game ends when you enter the door)
Architecture seemed fine. I liked the vent and the grunt ambush. Low ammo at start. It wasnt enough to kill 2 bullsquids and the headcrab also there werent any medkits (or i couldnt find any). The boss was too easy..I just standed at the door and used the RPG. The boss could have been more creative. But i had to cheat in the area where there was a controller and a vortigaunt because of the special attack that controller does at close range is impossible to dodge. So the gameplay was a bit boring for me. The map was too quite..no ambience. However, the texturing was nicely done.
3 Stars
This comment was made on an article that has been deleted.
Commented 16 years ago2008-04-09 10:55:36 UTC
in vault item: Dm_absurdumComment #16558
Great job! The architecture was awesome. The corridors were excellent. Nice texture choices but some of them seems overused to me However the thing I was expecting while opening the map was some animated textures, sprites, entities giving the best sci-fi effect... couldnt find any. Also there werent any sounds. I really cant say much about the gameplay but I really dont expect much good gameplay from small maps.
Commented 16 years ago2008-01-02 06:24:11 UTC
in vault item: sp_verticoComment #16189
Nice SP map,
+Some nice citadel architecture +Liked the hot air effect. +Liked the sneaky gameplay in the first floor. I would really like a crowbar to whack them from behind. -Most of the gameplay was all about camping behind walls and killing them instantly. -Could have been more exciting, like the bridge falling apart or some combine soldier triggering a trap. Not sure.
Commented 17 years ago2007-07-29 06:49:36 UTC
in vault item: dm_cliffComment #15442
Nice map.
+ Good Architecture. Not boring, quite interesting. + Nice weapon placement. - No long jump. Decreases strategic gameplay and fun. IMO - Benches were too small. + Great textures.
Commented 17 years ago2007-07-16 18:34:31 UTC
in vault item: dm_courtComment #15367
-blocky architecture -boring lighting -bad gameplay +you managed to get mortar working +it's not fullbright
Improve your architecture, make an enviroment which may bring a good gameplay with obstacles, barrels, pipes... something to take cover or hide from the enemy.
Commented 17 years ago2007-07-16 18:21:58 UTC
in vault item: FlatComment #15366
Well...there are some quite nice architecture but thats all... I picked the keycard, opened the door. Don't know how I managed to get myself self locked up in a balcony though... Anyway I found the other key and got into a room with a bath and 2 corpses. Then, there weren't any place to go...You have many bad grammar mistakes btw...very bad.
+lighting
+ambience
+scripted_squences
+nice use of func_tank but kind of useless (the machine gun)
+RPG grunt
-I danced in front of the scripted_grunts, they did nothing.
-I need some armor to kill all of those grunts.
-Rooms can use some detail.
-A bit hard perhaps, I didnt see any health chargers, maybe I missed it.
But very good for a 3rd map. If it is your 3rd map.
Ambience and the enviroment (with the new sky) was neat.
Teleporting the player after they fall was also a nice idea, it provides some tactical gameplay. I really liked it.
However, map seemed almost same at every place. It was hard to get to know the map, was a bit confusing. And I can hardly see where the weapons are placed. Maybe some of those pink orbs can be placed on the weapons to make them more visible to players? When falling from some of the towers (anti-gravity tunnels) the descend is really slow. It's really a good idea but it might frustrate some players.
I also got stuck in an infinite loop with that dark fading tunnel you made with the teleporting when I tried to enter it backwards. So you cant face your chaser when you enter that one.
I think this could have been a great single-player map instead of DM. But the ideas used in the map convinces me to rate it 5. Good work.
Try to use your time on something more usefull instead.
The entity work (loading screens, confirm/cancel)
Architecture
Lighting
Everything..
All of them were top notch. All was to be expected though, seeing how every mapper worked on their own room so much. World Crafter's mirror effect was simple yet effective. I wonder if did he get inspired by "Prey". I always wanted to try that in goldsource after playing "Prey".(love Silent Hill)
Atom's room affected me the most perhaps.. I miss Half-Life.
The beginner mappers rooms were also nice with the help of other TWHL members.
Every room had a well made effect in it, showing how each member is creative individually.
Author Commentary was also a nice touch, really showing the players how much amount of serious work was put into the project.
This project really shows what TWHL members can accomplish in unity. Astonishing stuff.. made me wish I joined too. Well done again, everyone.
-The reason you die by fire damage is because you are actually burning in the atmosphere.
-The reason I'm teleporting you to a trigger_hurt after falling is because I didnt want to make the map any more larger than it already is... As far as I remember, I was getting an error when I tried to compile it with a large skybox. (I forgot what it was, hmm. I'll go try compiling it again)
-Yes, the map is actually for AG. Thats why the light_enviroment is 90 degress, wanted the map to be well lit for players. And as I heard, AG players didnt like gravity. None of the AG maps ever have gravity anyway, even in their Xen themed CTF maps. I think that it somehow reduces the AG experience. (well, thats what they said or I was going to include it. I still can actually for hldm.)
-To use the jumps, walk onto them and then press jump. They wont fire you when you walk onto them. Also jump onto them from the gauss platfrom to prevent fall damage ^^ But yea...they could have been better, I agree.
I have no idea, zeeba-G. Try downlading it again.
Also thanks Captain Terror for the detailed feedback. I did kinda finish it in a hurry. You can see some of the clipping issues in the map if you look carefully. I was too lazy to remake them so ... copy-paste
You know those are kind of hard words for an eighteen months old to spell.
Good job!
After that, instead of teaching animals like cow, bull, lion. (old school!) Try Vortigaunt, gargantua, houndeye etc instead. Stuff he would encounter if we ever open a dimensional portal to Xen.
edit: I found some texture mistakes and a brush that isn't connected to the wall. I'll fix them tomorrow.
Ty 'Freshy Fresh'
The gameplay and the puzzles weren't so hard. But I kinda got sick of finding keycards.
Anyway, great mod!
"I be trippin..."
Rimrook is right, I actually wanted to add the 1214_6.bsp later in another map pack (with the other levels). But the game should have an ending.
So I updated the .zip.
*Fixed a mapping error in 1214_1 (a texture didnt emit light)
*Added an ending for the 5th level.(now the game ends when you enter the door)
Low ammo at start. It wasnt enough to kill 2 bullsquids and the headcrab also there werent any medkits (or i couldnt find any). The boss was too easy..I just standed at the door and used the RPG. The boss could have been more creative. But i had to cheat in the area where there was a controller and a vortigaunt because of the special attack that controller does at close range is impossible to dodge.
So the gameplay was a bit boring for me. The map was too quite..no ambience.
However, the texturing was nicely done.
3 Stars
Nice texture choices but some of them seems overused to me
However the thing I was expecting while opening the map was some animated textures, sprites, entities giving the best sci-fi effect... couldnt find any.
Also there werent any sounds.
I really cant say much about the gameplay but I really dont expect much good gameplay from small maps.
+Some nice citadel architecture
+Liked the hot air effect.
+Liked the sneaky gameplay in the first floor. I would really like a crowbar to whack them from behind.
-Most of the gameplay was all about camping behind walls and killing them instantly.
-Could have been more exciting, like the bridge falling apart or some combine soldier triggering a trap. Not sure.
-Stretched textures
-Boring lighting
+ok/interesting Architecture
-Weapon placement
-Gameplay
Since weapon placement seems pretty random and cheap it probably would make a bad gameplay.
+ Good Architecture. Not boring, quite interesting.
+ Nice weapon placement.
- No long jump. Decreases strategic gameplay and fun. IMO
- Benches were too small.
+ Great textures.
Lighting?
Architecture?
A typical aim map.
-boring lighting
-bad gameplay
+you managed to get mortar working
+it's not fullbright
Improve your architecture, make an enviroment which may bring a good gameplay with obstacles, barrels, pipes... something to take cover or hide from the enemy.
I picked the keycard, opened the door. Don't know how I managed to get myself self locked up in a balcony though... Anyway I found the other key and got into a room with a bath and 2 corpses. Then, there weren't any place to go...You have many bad grammar mistakes btw...very bad.