Commented 20 years ago2004-09-17 17:45:53 UTC
in vault item: GuidanceComment #3972
Very nice architecture and design. I like the usage of those light-effects. The texturing was pretty dull here and there, but overall very nicely made. The lack of something to do was kinda disturbing though
Commented 20 years ago2004-08-22 19:40:46 UTC
in vault item: ravineComment #3515
The func_water on the bottom is touching the void and, ENTITIES CANNOT TOUCH THE VOID! If you have no clue wtf im talking about, read In The Beginning tutorials.
Commented 20 years ago2004-07-06 10:01:40 UTC
in vault item: Weird DreamsComment #2600
The map was well... Not that scary. I mean, I jumped alittle when the zombie came up, and when hte headcrab jumped out, but thats it. I missed ambient sounds, music, interactivity. The texturing was quite ok (but clearly thats not the focus of this map). I liked the end-scene wiht the exploding wall and the garg-fight - Good job, just make it scarier next time
Commented 20 years ago2004-06-28 19:23:06 UTC
in vault item: The TowerComment #2513
Ok - this map sucked. Why? Well for starters, it's just a box. a big ugly box with some obstacles. The textures are the same on every brush in the map - which looks horrible. The map doesn't seem to be lit(it's fullbright), or it's just lit very badly. The map offers very little room for any kind of gameplay to occur.
This looks like a first-map to me, or worse. -Cons - Texturing - lighting - layout - desgin - brushwork
0-star, but unfortunately 1 is minimum. Also DO NOT RATE YOUR OWN MAPS.
Commented 20 years ago2004-05-26 13:04:27 UTC
in vault item: crazymapComment #2076
Sorry FRANKo, learn some english before posting maps here. Oh shite, you wont understand this. Ill take it on spanish. FRANKo apesadumbrado, aprende un cierto ingl?s antes de fijar mapas aqu
Commented 20 years ago2004-05-20 19:46:46 UTC
in vault item: SabotageComment #1955
Captain P: There's some little button somewhere to open that door - cant remember where. And, on the end space ship (teh heavy one) shoot the last/first of the cannons - they will kapboom.
Commented 20 years ago2004-05-06 17:33:58 UTC
in vault item: de_tombstones_v2Comment #1811
I tested it earlier today with 3 players. Con's - Repetetive (in general) - Seperated bomb-spots - too dark Pro's + Great architecture + aswell as texturing + A real map (not bloody aim_ or fy_) + Bigness
Overall score: 4 starries
Keep up the good work.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-04-26 15:59:48 UTC
in vault item: de_StarWarsComment #1697
WOW! Thats a nice load of INVALID SOLID STRUCTURES! im not gonna bother with the .bsp, sorry. Also there is absolutely NO USE for env_globals in cs maps.(i think, loz)
Bad Surface Extents This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error. If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
The texturing was pretty dull here and there, but overall very nicely made.
The lack of something to do was kinda disturbing though
If you have no clue wtf im talking about, read In The Beginning tutorials.
Also, I like the stairs
I mean, I jumped alittle when the zombie came up, and when hte headcrab jumped out, but thats it.
I missed ambient sounds, music, interactivity.
The texturing was quite ok (but clearly thats not the focus of this map). I liked the end-scene wiht the exploding wall and the garg-fight -
Good job, just make it scarier next time
You need to cool down. Comments like "YOUR STUPID" isnt exactly welcommed.
Also, give constructive criticism.
"Got Spirit and sorry to say.. that wasn't very scary." just doesnt do it. Explain 'what could scare me more', 'how to improve', 'what to improve'.
For the map, ill test it tomorrow.
Why? Well for starters, it's just a box. a big ugly box with some obstacles.
The textures are the same on every brush in the map - which looks horrible.
The map doesn't seem to be lit(it's fullbright), or it's just lit very badly.
The map offers very little room for any kind of gameplay to occur.
This looks like a first-map to me, or worse.
-Cons
- Texturing
- lighting
- layout
- desgin
- brushwork
0-star, but unfortunately 1 is minimum.
Also DO NOT RATE YOUR OWN MAPS.
I like the door itself too
+-Cons-+
- Few weapons and enemies
-+Pros+-
+ Really nice architecture
+ ... and texturing
+ ... and enemy placement
+ ... and layout
_ Summary _
A really wellmade map with some axxion innit.
Waiting eagerly for Part2
4star.
Rock on dude -|__|
Oh shite, you wont understand this. Ill take it on spanish.
FRANKo apesadumbrado, aprende un cierto ingl?s antes de fijar mapas aqu
There's some little button somewhere to open that door - cant remember where.
And, on the end space ship (teh heavy one) shoot the last/first of the cannons - they will kapboom.
I'll try it with jaardsi latorz.
Give's a horrible first apperance.
Good example anyway.
Con's
- Repetetive (in general)
- Seperated bomb-spots
- too dark
Pro's
+ Great architecture
+ aswell as texturing
+ A real map (not bloody aim_ or fy_)
+ Bigness
Overall score: 4 starries
Keep up the good work.
Or one of those jumps, even.
My mail's in my profile.
only time will tell...
Are those maps from the wadfather? Cause i recognize them...
- Texturing
- Size (too friggin big, with that open area)
- Architecture
- r_speeds
Pros
+ Xwings/tie fighters
+ Cannons
+ Extras(switches, levers, buttons etc.)
Overall: 2.
Ill try this tomorrow with jaardsi.
Also there is absolutely NO USE for env_globals in cs maps.(i think, loz)
You horrible little dwarf.
Bad Surface Extents
This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.