Commented 12 years ago2011-11-26 02:00:36 UTC
in journal: #7486Comment #55855
Thinking more on this, these kinds of things really piss me off. i mean, i can figure out how to fix it, but my poor mother, she would probaly have to buy a new computer.. argh iwould really like the people who code these things to go away.
discostu: that noscript sounds cool; i think i'll use it instead of disabling java plugin, thanks.
@mcrich: how are the addons for chrome? (i imagine cuz it's google they should be pretty good) security?
Commented 12 years ago2011-11-26 00:24:10 UTC
in vault item: compo31_deathanComment #19575
I agree, but i must say the design and use of textures where you did were superb, i just feel both the brushwork and textures could use more variation.
++very clean, well-designed brushwork
+/- texturing is very clean where you have it, but could use more variation +/- theme is consistent but very generic imo. (seems like it would be a prison or fort with the perimeter walls, but beyond that it to generic imo.
-error: too many visible entites in packet list. Hard to believe u are getting this since the map seems very sparsely detailed. do you have like 1000 env beams or something?
Seems very unfinshed to me, but if i were rating it would be 3/5 as is. Nice work, but you can do better!
Commented 12 years ago2011-11-25 23:54:05 UTC
in vault item: Compo 31 EntryComment #19574
I agree with most of skals comments, though i feel this is a really excellent concept-style map.
+very well constructed and interesting architecture.
-scale seems a bit compressed to me -not really a great use of the texture pack(that black metal texture is like the worst texture in the pack, and u used it everywere you crazyperson! =))) -lighting seems dark and a bit drab to me (if your brightness settings are amped up, this will artifically darken the map to someone with default brightness settings. this has happened to me in the past if this is the case)
i'm not gonna rate because this seems a bit unfinished to me, but if i were it would be 3/5. I love the concept, but you can do way better sir!
Commented 12 years ago2011-11-25 23:37:52 UTC
in vault item: c31_de_minestormComment #19572
Wow excellent enrty!
++very thoughtful construction throughout +great use of the texture pack! +very good and varied brushwork, and vm in most places ++superb de layout near as i can tell +nice use of sounds ++Some very nice/varied lighting in most places
+/-lack of small detail in most areas, but they are still adequete. I can't really critisize too hard, since my entry had NO small detailing whatsoever! =)
No real minuses that i can think of, except maybe some areas seem a little too generic or simple, but it's evened out my the nice areas. i didn't check the wpoly, but i'm assuming they are very low, since everything was very smooth runing.
small bug i found was on the small rocky path by the boat, there is a clipping error where you get stuck and have to jump, even though the "floor" looks smooth.
Superb work sir! A very good contender indeed imo. 5 stars for a top-quality entry sir.
Commented 12 years ago2011-11-25 22:37:27 UTC
in journal: #7485Comment #66662
i had problems with number 4 too, and i had so many problems with errors, i was really close to switching to source as well.
i don't think i'll ever do a serious project in gs again, just because of the error problems and severe limits. PLUS, once you get use to hammer 4(far superior to 3.x imo), it really hard to go back to 3.x.
Commented 12 years ago2011-11-25 19:32:42 UTC
in journal: #7485Comment #66661
I have windows 7 x64 ultimate and every version of hammer works for me.
I had a lot of the problems you listed above too, like starting late and running into errors. as far as errors go, i can offer you 2 bits of advice for your next map:
1. compile and backup your maps often(i do so every hour of editing time or so). this way if you get some dreaded error you can't properly debug, you just revert to the last, stable version of your map.
2. use "big block" method to hunt down errors, if you don't have coordinates given on it's location. all this is is covering all the main sections but one of your map with a big block{s}. anything inside these brushes will not compile and not yield errors, so you can one-by-one remove sections of the big block{s} until you zero in on where the error is coming from.{the big blocks must be world brushes btw}
Commented 12 years ago2011-11-25 19:03:21 UTC
in vault item: Unfinished Compo31Comment #19570
<A wild Dimbark appears to troll you!>
I actually got this to play fairly well in crafty, so i'll rate from that, since my ep2/l4d are uninstalld due to hdd space issues. =(
+some very good brushwork. it's obvious you took some time there. ++varied, interesting, and abundant lighting +some good displacements
+/-packed with small detail in places{mostly nice trims), but barren in others. +/-texturing looks fine, but could be more varied +/-theme is a bit fuzzy, as i have no real idea what this setting is. a martian moon base? a desert power station? a clearer theme helps the player make sense of his surroundings.
-small. given the power of the source you could afford to go bigger, more complicated -needs more small props inside besides crates(my entry had no small props, so how judgemental can i be?!)
Given this is unfinished, half these comments would be erased i'm sure if the map was complete.
In it's current state i'd rate 3/5, but i'll go 5 to average out the trollish ratings. Nice work sir, sorry you couldn't finish!
Commented 13 years ago2011-11-20 19:58:11 UTC
in vault item: de_abductedComment #19468
Great stuff!
Reminds me EXACTLY of the end of empire strikes back when luke and darth vader battle in those megaindustrial sections of bespin city. This would make a GORGEOUS jkII map with zero changes if you ever ported it!
I only ran through quickly but here are a couple impressions:
++Superb use of the texture pack ++Superb use of textlighting +Good use of ambience ++overall visually stunning work +Great custom sky! (where'd u get it or did u make it?) +/-layout seemed very strange. even after walking around for 5 minutes, i still couldn't get a good grasp of where i was. +/-some textures seem to be scaled quite large, but i can understand from a performance and compile time point-of-view. -doesn't seem to make a good de map, but who knows!
Port this to dm possibly and we can play it on potato's server! 5 stars for one of the most visually shocking map i've seen for goldsrc, period.
whoa this is really, really cool. I could NEVER get my trains to work like this! thank you muchly also for the .rmf, will be extremely helpful in my c31 map!
Commented 13 years ago2011-10-25 16:00:33 UTC
in journal: #7448Comment #55843
srry that's exactly the way i felt when i first watched season 1, but it definitely grew on me. re-watching season 1 hundred times better. (this happens with me for feature films lately, liking them a lot better the second go-round)
Commented 13 years ago2011-10-25 10:53:49 UTC
in journal: #7448Comment #55842
Ya brendan, the early movies (wrath of khan, search for spock, and voyage home) and the latest one(star trek 2009) are pimp, but i don't really care for any of the tng movies, as i find them just really bad.
Grim: i also liked Shran from enterprise, and i found his warrior wife extremely attractive fsr.. =)
I never took to ds9 personally, though i liked Dax and Captain sisco, and that Defiant is a badass ship.
Never watched much of voyager but i'd like to someday.
Commented 13 years ago2011-10-19 01:16:48 UTC
in vault item: dm_secret_combinesComment #19519
1. make a big trigger hurt box where you want the damage dealt, have some output activate it at the right time. you could use more than one trigger hurt in concentric boxes or rings, to make damage closer to the core more severe.
2. sound looping can be tricky. try toggling off/on the "is not looped" flag. If that doesn't work, try editing the alert sound and adding cue points at the beginning and end. more info on ambient generic at The VDC
feel free to pm or hit the forums if you have more questions (since there is no "watch" button for map vault)
Commented 13 years ago2011-10-03 17:16:52 UTC
in journal: #7424Comment #39615
yes to firefly. i would kill everyone in these comments to bring back Serenity.. +PP
Funny that, i built large portions of my nuketown map with both seasons+movie of firefly in the background, so now i think of my map anytime i hear the serenity song.. +))
discostu: that noscript sounds cool; i think i'll use it instead of disabling java plugin, thanks.
@mcrich: how are the addons for chrome? (i imagine cuz it's google they should be pretty good) security?
++very clean, well-designed brushwork
+/- texturing is very clean where you have it, but could use more variation
+/- theme is consistent but very generic imo. (seems like it would be a prison or fort with the perimeter walls, but beyond that it to generic imo.
-error: too many visible entites in packet list. Hard to believe u are getting this since the map seems very sparsely detailed. do you have like 1000 env beams or something?
Seems very unfinshed to me, but if i were rating it would be 3/5 as is. Nice work, but you can do better!
PPPPPPP
+very well constructed and interesting architecture.
-scale seems a bit compressed to me
-not really a great use of the texture pack(that black metal texture is like the worst texture in the pack, and u used it everywere you crazyperson! =)))
-lighting seems dark and a bit drab to me (if your brightness settings are amped up, this will artifically darken the map to someone with default brightness settings. this has happened to me in the past if this is the case)
i'm not gonna rate because this seems a bit unfinished to me, but if i were it would be 3/5. I love the concept, but you can do way better sir!
++very thoughtful construction throughout
+great use of the texture pack!
+very good and varied brushwork, and vm in most places
++superb de layout near as i can tell
+nice use of sounds
++Some very nice/varied lighting in most places
+/-lack of small detail in most areas, but they are still adequete. I can't really critisize too hard, since my entry had NO small detailing whatsoever!
=)
No real minuses that i can think of, except maybe some areas seem a little too generic or simple, but it's evened out my the nice areas. i didn't check the wpoly, but i'm assuming they are very low, since everything was very smooth runing.
small bug i found was on the small rocky path by the boat, there is a clipping error where you get stuck and have to jump, even though the "floor" looks smooth.
Superb work sir! A very good contender indeed imo. 5 stars for a top-quality entry sir.
*****
i don't think i'll ever do a serious project in gs again, just because of the error problems and severe limits. PLUS, once you get use to hammer 4(far superior to 3.x imo), it really hard to go back to 3.x.
I had a lot of the problems you listed above too, like starting late and running into errors. as far as errors go, i can offer you 2 bits of advice for your next map:
1. compile and backup your maps often(i do so every hour of editing time or so). this way if you get some dreaded error you can't properly debug, you just revert to the last, stable version of your map.
2. use "big block" method to hunt down errors, if you don't have coordinates given on it's location. all this is is covering all the main sections but one of your map with a big block{s}. anything inside these brushes will not compile and not yield errors, so you can one-by-one remove sections of the big block{s} until you zero in on where the error is coming from.{the big blocks must be world brushes btw}
I actually got this to play fairly well in crafty, so i'll rate from that, since my ep2/l4d are uninstalld due to hdd space issues. =(
+some very good brushwork. it's obvious you took some time there.
++varied, interesting, and abundant lighting
+some good displacements
+/-packed with small detail in places{mostly nice trims), but barren in others.
+/-texturing looks fine, but could be more varied
+/-theme is a bit fuzzy, as i have no real idea what this setting is. a martian moon base? a desert power station? a clearer theme helps the player make sense of his surroundings.
-small. given the power of the source you could afford to go bigger, more complicated
-needs more small props inside besides crates(my entry had no small props, so how judgemental can i be?!)
Given this is unfinished, half these comments would be erased i'm sure if the map was complete.
In it's current state i'd rate 3/5, but i'll go 5 to average out the trollish ratings. Nice work sir, sorry you couldn't finish!
My ep2 is currently unistalled. Is is possible you could provide some more screenies?
Reminds me EXACTLY of the end of empire strikes back when luke and darth vader battle in those megaindustrial sections of bespin city. This would make a GORGEOUS jkII map with zero changes if you ever ported it!
I only ran through quickly but here are a couple impressions:
++Superb use of the texture pack
++Superb use of textlighting
+Good use of ambience
++overall visually stunning work
+Great custom sky! (where'd u get it or did u make it?)
+/-layout seemed very strange. even after walking around for 5 minutes, i still couldn't get a good grasp of where i was.
+/-some textures seem to be scaled quite large, but i can understand from a performance and compile time point-of-view.
-doesn't seem to make a good de map, but who knows!
Port this to dm possibly and we can play it on potato's server! 5 stars for one of the most visually shocking map i've seen for goldsrc, period.
*****
'(
You have my sincere condolences sir. Time heals and all that...)
)
is this like appinventor for droid devices?
)
)
You could always add the earpiece, tie clip, and desert eagle and double as Agent Smith
5 stars if i could rate example maps!
Grim: i also liked Shran from enterprise, and i found his warrior wife extremely attractive fsr.. =)
I never took to ds9 personally, though i liked Dax and Captain sisco, and that Defiant is a badass ship.
Never watched much of voyager but i'd like to someday.
it's those really bad days that makes you appreciate the good ones! glad you didn't get gutted sir stojkens!
)]
*inb4 this is my associate H.W., and i drink your milkshake
P
I'll probably be a zombie for 2-3 times for various parties and a zombie walk, and possibly, a zombie concert/festival if you can believe that!
TJB: awesome. I'll be mr. blue or mr. pink
))
2. sound looping can be tricky. try toggling off/on the "is not looped" flag. If that doesn't work, try editing the alert sound and adding cue points at the beginning and end. more info on ambient generic at The VDC
feel free to pm or hit the forums if you have more questions (since there is no "watch" button for map vault)
=)
Funny that, i built large portions of my nuketown map with both seasons+movie of firefly in the background, so now i think of my map anytime i hear the serenity song.. +))
My friends love AD, but i never-ever watched it..