Commented 16 years ago2008-10-06 11:29:27 UTC
in journal: #5399Comment #59848
Mariowned:
The objective of Half-Life 2 is to reach the end - complete the game, beat the challenge and get enjoyment out of the experience.
WoW on the other hand is about the grind - about doing the same repetative tasks often enough to increase your 'level.' Once that's done, you repeat the process. 70 times, each time taking longer for no real gain other than massaging your throbbing e-penis by being able to say LOLOLOLOL I HAZ LEVEL 70 PALADIN MONK FISH WARRIOR CAT
Commented 16 years ago2008-10-04 22:55:05 UTC
in journal: #5399Comment #59847
get your figures right, Skals.
The horrible time-waste that is WoW in fact had 9.3 million players at last official count in November 2007. It's been almost a whole year since, so we can safely assume the number now rests around 10 million.
If only 100,000 people played HL2, let alone 10,000, Valve would go bankrupt.
The Sims 2 sold 1 million copies of the game in 10 days.
You live in a very large world. Around 8 million people live in your home-city of London alone.
Overall, I wish people would release multiplayer flat-life maps of this quality, because then they'd at least be fun.As it stands, I'd have more fun cutting off my own finger.
Commented 16 years ago2008-08-29 16:59:12 UTC
in vault item: Texture_TowersComment #15805
ah. I assume by your 6 year and worldcraft reference that you started in the lovely, humble HL1 engine. Lightmaps didn't exist back then.
it's really very simple. Shift + a to bring up the texture face properties thingie, then change the lightmap grid number to something like 1 or 2.. lower the number, the more defined your shadows are. makes sexy maps. Don't do it on every face or your RAD compile will take decades.
Also, if you're wanting more reviews from me, you're going to have to make it here ;D
Commented 16 years ago2008-08-29 10:20:54 UTC
in vault item: Texture_TowersComment #15831
did a 6 player test on the TWHL CSS server.
Architecture: While very blocky, the architecture is at least functional. Every brush has notably been placed with reason and gameplay in mind. Really nothing special, though.
Texturing: I've actually seen some examples of dev texture maps which were pulled off nicely, but sadly this is not one of them. Blatantly no time at all has been spent on even the simplest texturing musts like alignment. The tops of rails and ladders are where this is most notably flawed. Sorry, but it's just bad.
Lighting: Nothing special at all here either. Lights have no sources at all and shadows are poorly defined. You could at least have changed the lightmap grid on the floor to 1 to get some interesting shadows going.
Gameplay: As generic as they come. Adds nothing new at all to the dev texture CSS format and contains several poor design elements. Imagine those spawn rooms on a busy server. It'd take about a minute just to get everyone down the ladders.
Overall: I'm very sorry, but this really is not a good map. It shows good knowledge of the Hammer environment, but has far more negative points than otherwise. Not only is it lacking real textures, but the DEV textures haven't even been applied with care.
Commented 16 years ago2008-08-27 18:21:30 UTC
in vault item: Texture_TowersComment #15826
i like you. I disagree with dev textured maps, but you defended their purpose with reason and patience unlike the majority of DEV texture mappers. ("WTF LOL THIS MAPP PWNS STFU TEXTOORS MAKE IT LAG LOLOLOLOLOL")
I apologise whole-heartedly for judging this from the screenshot alone and i shall make a point of downloading and reviewing it to apologise.
[edit] but i'ma have to kick your butt for being called "hunter" ;D
Commented 16 years ago2008-08-26 18:25:30 UTC
in vault item: Texture_TowersComment #15848
the first ag_texture map only had dev textures because the creator was too lazy to add them. The fact that this style of map has become popular annoys me greatly.
Commented 16 years ago2008-08-18 14:07:52 UTC
in journal: #5274Comment #40745
I doubt Rimrook will actually notice much difference since I always classed him as a master of Architecture, and the biggest improvement Hammer 4 has over Hammer 3.5 is the input/output entity system.
the shadows on the collumns in the top picture look weird.
Commented 16 years ago2008-08-02 07:32:58 UTC
in journal: #5224Comment #39834
Although IEMC in the UK would be fucking awesome, I do have to point out that Michael Moore himself is an asshole. He probably thinks America genetically engineered the AIDs virus and sent it to Africa because they never sent them a christmas card, and i know you're not stupid enough to be bought over by his bullshit, so I know the truth. You're just coming to the UK so you can be part of the CrazyWeek system. Don't worry, I won't tell anyone :3
Overall, I'm hugely disappointed. I am perhaps being a bit overly harsh, but it's only because I know that Satchmo can do and in fact has done much better.
go
The objective of Half-Life 2 is to reach the end - complete the game, beat the challenge and get enjoyment out of the experience.
WoW on the other hand is about the grind - about doing the same repetative tasks often enough to increase your 'level.' Once that's done, you repeat the process. 70 times, each time taking longer for no real gain other than massaging your throbbing e-penis by being able to say LOLOLOLOL I HAZ LEVEL 70 PALADIN MONK FISH WARRIOR CAT
The horrible time-waste that is WoW in fact had 9.3 million players at last official count in November 2007.
It's been almost a whole year since, so we can safely assume the number now rests around 10 million.
If only 100,000 people played HL2, let alone 10,000, Valve would go bankrupt.
The Sims 2 sold 1 million copies of the game in 10 days.
You live in a very large world. Around 8 million people live in your home-city of London alone.
http://uk.youtube.com/watch?v=-KeFYUhCjEw - i mean really.
http://uk.youtube.com/watch?v=7aoLi1udrIg - are you mad?
man. What has your country come to?
Many happy returns, all the same
I've known for a long time that striker is gay, so i expected someething like this.
What bothers me is how insanely, utterly shite all 4 are. I mean really, really awful.
lern2pivot
'air planes' is too stupid.
still neato, and fucking nice microphone ;D
Texturing — 8
Ambience — 9
Lighting — 9
Gameplay — 2
Video Review
Bottom Line
Overall, I wish people would release multiplayer flat-life maps of this quality, because then they'd at least be fun.As it stands, I'd have more fun cutting off my own finger.and above 5 on design for a map which is basically just boxes is a joke.
great start for a mapper so young, but definately not worth 4 stars.
Lightmaps didn't exist back then.
it's really very simple.
Shift + a to bring up the texture face properties thingie, then change the lightmap grid number to something like 1 or 2.. lower the number, the more defined your shadows are. makes sexy maps.
Don't do it on every face or your RAD compile will take decades.
Also, if you're wanting more reviews from me, you're going to have to make it here ;D
Architecture:
While very blocky, the architecture is at least functional. Every brush has notably been placed with reason and gameplay in mind. Really nothing special, though.
Texturing:
I've actually seen some examples of dev texture maps which were pulled off nicely, but sadly this is not one of them. Blatantly no time at all has been spent on even the simplest texturing musts like alignment. The tops of rails and ladders are where this is most notably flawed.
Sorry, but it's just bad.
Lighting:
Nothing special at all here either. Lights have no sources at all and shadows are poorly defined. You could at least have changed the lightmap grid on the floor to 1 to get some interesting shadows going.
Gameplay:
As generic as they come. Adds nothing new at all to the dev texture CSS format and contains several poor design elements. Imagine those spawn rooms on a busy server. It'd take about a minute just to get everyone down the ladders.
Overall:
I'm very sorry, but this really is not a good map. It shows good knowledge of the Hammer environment, but has far more negative points than otherwise.
Not only is it lacking real textures, but the DEV textures haven't even been applied with care.
a very disapointed 2 stars.
I disagree with dev textured maps, but you defended their purpose with reason and patience unlike the majority of DEV texture mappers. ("WTF LOL THIS MAPP PWNS STFU TEXTOORS MAKE IT LAG LOLOLOLOLOL")
I apologise whole-heartedly for judging this from the screenshot alone and i shall make a point of downloading and reviewing it to apologise.
[edit]
but i'ma have to kick your butt for being called "hunter" ;D
time for an update?
congratulations.
(but you can't watch the footage till you're 18)
For clarity, that is the only reason for my next comment:
America :']
the shadows on the collumns in the top picture look weird.
Get it finished before the final Valve update so it becomes one of the included community maps. And it will.
You're just coming to the UK so you can be part of the CrazyWeek system.
Don't worry, I won't tell anyone :3
Texturing — 6
Ambience — 2
Lighting — 8
Gameplay — 6
Video Review
Bottom Line
Overall, I'm hugely disappointed. I am perhaps being a bit overly harsh, but it's only because I know that Satchmo can do and in fact has done much better.