Commented 15 years ago2009-07-19 21:15:18 UTC
in vault item: New Old HomeComment #13845
Ok, it's a lot better than the screenie makes it out to be. I liked a lot of things, and for a first real source map - superb.
However, my original point stands: There is literally not a single physics prop in the entire map. Not one. Well, actually, even weirder, there are some, but they're set to motion disabled. why?! The thing that makes HL2DM any different from any other game is the gravity gun. You didn't ignore that entirely, leaving weapons out of reach so that they require being pulled into the playing field by the grav gun, but there is no place it can be used for combat. This also makes the whole map just seem... fake.. Plant pots that won't break, and stuff. Just odd.
The biggest annoyance is being raped in the face by invisible walls, and I really worry that that will cost you in the competition results. It seems lazy to mark out the layout with nothing more than a rope and a playerclip. I guarantee that any non-mapper who played it would immediately rage about the invisible walls.
Also, in Source, 3D skyboxes are generally a must-have in all maps, but to be honest - just having the nice wind turbines in the foreground is good enough in this case.
Lastly, this is a WCD map. Where is the obligatory secret room?
3 stars, but only because i know you will improve greatly and rapidly, and i want you to know how much of a difference i feel there is when i rate your next map higher.
Commented 15 years ago2009-06-25 08:05:40 UTC
in journal: #5911Comment #59511
I saw it. Almost left the cinema early.
Ten minutes of effortlessly bad plot stretched over TWO. AND. A. HALF. HOURS. Watch the first major battle scene and you've watched the whole movie. No, really.
Only slightly redeemed by tits and occasionally funny dialogue.
Commented 15 years ago2009-06-13 13:01:13 UTC
in vault item: Blue ParadiseComment #17579
after the first 5 minutes, I was honestly feeling quite disappointed. The flow which existed in Utopium seemed lost in this equally surreal sequel. It was around then that I found the secret garden and the Gauss gun. Wheeeeeee!
Having multiple destinations when you jump off the side is definately a huge improvement, and the teleporters in the map itself are seemless and pull off the effect I assume you were going for very well.
Architecturally, it's a lot more interesting and diverse than the original, although there is perhaps a bit of a lack of cover from above when you're down in the lower levels.
My main concern is that there aren't enough standard weapon pick-ups. Guns like the 9mmAR and shotgun should be far more numerous. (Shotgun won't be imbalanced because the map is so open.) Deathmatch is really dull when you're running around with a pistol competing with players who have had time to get better weaponry.
Overall, a worthy sequel, and quite likely to end up the first sequel to an existing motm to claim the prize again.
P.S - Is there a long jump module?
P.P.S - Spag clearly didn't spend enough time with it.
Commented 15 years ago2009-06-11 13:49:49 UTC
in vault item: cs_prisonComment #17569
the other one is in the Unfinished Vault, Darkie.
*downloading
edit:
Ok, i'm sorry to say this was a lot worse than I was expecting, and if it's not a cheaply ported CS 1.6 map, I will eat my hat.
Architecturally, everything is extremely blocky with no details really anywhere. There is just no design flare at all and to compare it to a real place would be like comparing a bouncy castle to a real house. Surely you can't look at these stairs and tell me you've seen a set just like them in reality. Note the complete lack of basic detail on the walls, too. Not even some easily placed decals to vary the drab look of the place. Texturing is as poor as the architecture. Some texture choices don't even make sense, and many are poorly aligned.
Lighting is acceptable, but overall very dull. You also don't seem to have used lamp/bulb/light models anywhere. Instead choosing to use these, and other noticably blocky brush-made light sources. Which brings me neatly on to my next point. In the entire map I saw a total of 2 prop models. Two. The average Source map has hundreds. I only saw a car which had been duplicated around itself about 4 times and a couple of filing cabinets in one hallway. Models make up a good 60% of detailing in Source maps, and to play one practically devoid of any is a very strange experience.
Gameplay-wise, the bots only ever went one way so I can't really comment on what it would be like with real players. From observation, I'd say there were too many bottlenecks and not enough open space. The layout was also fairly confusing, with no signs or other indications of where to go.
* There was no logical reason why I couldn't get past here. Invisible walls piss players off. Add a police road block or something, and perhaps change the end of the tunnel to black. It's too clear that there is nothing beyond it.
*None of this should be rendered by the game. The only reason it is, is because you've surrounded the entire map in a skybox. This is very, very bad and will make your compile times significantly greater. Skyboxes should only block the playable world from the void. Walls do as well, so surrounding all those corridoors is just a waste of r_speeds.
I hate to be so harsh to your first project in so long, but things have moved on a long way since Goldsource mapping (and indeed IN goldsource mapping) and if you don't learn now, you'll continue making the same mistakes.
Commented 15 years ago2009-06-02 20:59:57 UTC
in journal: #5839Comment #60319
Sitting at a bus stop on the other side of the street from a popular night club at around 11pm, I saw 2 early twenty-year olds verbally threaten the bouncer when he didn't let them in for being noticably high or something. Thought nothing of it. Five minutes later they came back with about 20 others and started kicking the utter shit out of the bouncers. Someone called the police, and there were 2 vans on the scene within minutes. Normally at this stage, the gangs run, but these guys were insane. Trying to stab a police officer with a glass bottle is not a good idea. The fight poured out onto the road, and I decided it might be best at that stage to run like fuck.
Definitely the issue doesn't exist in Source.
It was the Scotch that really fucked us up
However, my original point stands:
There is literally not a single physics prop in the entire map. Not one.
Well, actually, even weirder, there are some, but they're set to motion disabled.
why?!
The thing that makes HL2DM any different from any other game is the gravity gun. You didn't ignore that entirely, leaving weapons out of reach so that they require being pulled into the playing field by the grav gun, but there is no place it can be used for combat.
This also makes the whole map just seem... fake.. Plant pots that won't break, and stuff. Just odd.
The biggest annoyance is being raped in the face by invisible walls, and I really worry that that will cost you in the competition results. It seems lazy to mark out the layout with nothing more than a rope and a playerclip.
I guarantee that any non-mapper who played it would immediately rage about the invisible walls.
Also, in Source, 3D skyboxes are generally a must-have in all maps, but to be honest - just having the nice wind turbines in the foreground is good enough in this case.
Lastly, this is a WCD map. Where is the obligatory secret room?
3 stars, but only because i know you will improve greatly and rapidly, and i want you to know how much of a difference i feel there is when i rate your next map higher.
*worries about what might have been said in the past without his knowledge
+1 respect
and one "Why'd they call it Archie, Archie?" from my girlfriend
it's that easy.
then get some of this on the go.
Ten minutes of effortlessly bad plot stretched over TWO. AND. A. HALF. HOURS.
Watch the first major battle scene and you've watched the whole movie. No, really.
Only slightly redeemed by tits and occasionally funny dialogue.
Interesting, but ultimately just guesswork.
By far the comfiest i've used, too
In source i use my thumb button for mic chat, pinkie button for flashlight.
Oblivion, thumb is pick objects up, pinkie is cast spell.
Fallout 3, thumb is pick objects up, pinkie is VATS.
:3
get well soon, those virtual nazis aren't going to fill themselves with lead. =]
Also, mis-hearing a word is funny, striker.
Many lols were had, and despite being a short one, it was a good life.
http://img30.imageshack.us/img30/1727/urbycat.jpg
And at least he kept his manhood, right?
I am a closet Independance Day fan, though ;D
well deserved!
They wouldn't listen!
THEY WOULDN'T LISTEN!!
:3
It was around then that I found the secret garden and the Gauss gun. Wheeeeeee!
Having multiple destinations when you jump off the side is definately a huge improvement, and the teleporters in the map itself are seemless and pull off the effect I assume you were going for very well.
Architecturally, it's a lot more interesting and diverse than the original, although there is perhaps a bit of a lack of cover from above when you're down in the lower levels.
My main concern is that there aren't enough standard weapon pick-ups. Guns like the 9mmAR and shotgun should be far more numerous. (Shotgun won't be imbalanced because the map is so open.) Deathmatch is really dull when you're running around with a pistol competing with players who have had time to get better weaponry.
Overall, a worthy sequel, and quite likely to end up the first sequel to an existing motm to claim the prize again.
P.S - Is there a long jump module?
P.P.S - Spag clearly didn't spend enough time with it.
*downloading
edit:
Ok, i'm sorry to say this was a lot worse than I was expecting, and if it's not a cheaply ported CS 1.6 map, I will eat my hat.
Architecturally, everything is extremely blocky with no details really anywhere. There is just no design flare at all and to compare it to a real place would be like comparing a bouncy castle to a real house.
Surely you can't look at these stairs and tell me you've seen a set just like them in reality. Note the complete lack of basic detail on the walls, too. Not even some easily placed decals to vary the drab look of the place.
Texturing is as poor as the architecture. Some texture choices don't even make sense, and many are poorly aligned.
Lighting is acceptable, but overall very dull. You also don't seem to have used lamp/bulb/light models anywhere.
Instead choosing to use these, and other noticably blocky brush-made light sources. Which brings me neatly on to my next point. In the entire map I saw a total of 2 prop models. Two.
The average Source map has hundreds. I only saw a car which had been duplicated around itself about 4 times and a couple of filing cabinets in one hallway. Models make up a good 60% of detailing in Source maps, and to play one practically devoid of any is a very strange experience.
Gameplay-wise, the bots only ever went one way so I can't really comment on what it would be like with real players. From observation, I'd say there were too many bottlenecks and not enough open space. The layout was also fairly confusing, with no signs or other indications of where to go.
General pointers now:
* There was no radar image. This is a must-have in all CSS maps, especially those as large as yours.
Tutorial regarding radar overviews.
* There were no nav locations.
Tutorial regarding nav locations.
* The cliffs were horrendous. One of the worst points. USE DISPLACEMENTS!!!
* There was no logical reason why I couldn't get past here. Invisible walls piss players off. Add a police road block or something, and perhaps change the end of the tunnel to black. It's too clear that there is nothing beyond it.
* None of this should be rendered by the game. The only reason it is, is because you've surrounded the entire map in a skybox. This is very, very bad and will make your compile times significantly greater. Skyboxes should only block the playable world from the void. Walls do as well, so surrounding all those corridoors is just a waste of r_speeds.
I hate to be so harsh to your first project in so long, but things have moved on a long way since Goldsource mapping (and indeed IN goldsource mapping) and if you don't learn now, you'll continue making the same mistakes.
remake HL2 in Goldsource
Member since:July 14, 2004
Steam Rating:10
Playing time:74.2 hrs past 2 weeks
Left 4 Dead Authoring Tools: 24.8 hrs
Fallout 3: 13.6 hrs
Dawn of War: Dark Crusade: 11.9 hrs
17 arrests that night. 'Twas in the paper.