Commented 17 years ago2007-05-18 04:24:57 UTC
in vault item: de_C5000merchantComment #14926
Ok. I've finally downloaded.. I'll do a full review when my exams are done with. (today actually. hoorah!)
Oh, and I know I shouldnt bring it back up, but Ghetto, you're in the range of 8 to 11 years old. Your old avatar, that was deleted under the grounds of resembling child pr0n, proves that.
The lone, unshaven rebel awakens in the belly of a steel beast. He is hardly able to hear the sound of the generator visible through a doorway over the sound of his beating heart. His only posessions - An SMG, 2 grendades, a crowbar and a Zero Point Energy Manipulator, or gravity gun to those without a doctorate in quantum phsyics.
He starts walking towards the generator. The heat eminating from the thing is hazing the area above it, and the rebel never sees the crossbow bolt until it plants itself in his forehead, and pins him to the wall.
A laughing Combine super soldier reloads his crossbow.
Gameplay:
Perfectly sized for three players, dm_vertico provides great gameplay for 2 to 4 people. The short, narrow coridoors, while sometimes feeling like a bit of a maze, never leave you searching for an opponent for long. Vertical gameplay plays a significant role in the map as well, but perhaps not as much as the name might suggest, nor as much as i believe the author had in mind while making the map. Weapon placement is superb. The power weapons are all well-spaced from each other, and there is only one shotgun to find, which in a map with so many narrow halls is very important. The missile launch, or whatever it actually is that kills players in the middle of the map is a little pointless when it's 1v1, but would provide a much more interesting gameplay aspect to a game of say, 6 people where the middle would be a high traffic area.
Aesthetics:
If a first time player was to spawn underground, say on the bottom floor, then i bet they'd be really disappointed at the architecture, which is bad. But if they work their way up, it gets better and better, with the topside being quite realistically described as "pretty." Definately a major improvement on the last version I played graphically, what with the steam burst, little protrudings things and more importantly the improved lighting, but i still think that it's lacking in places. The newly added green lights are one of my favourite points. They may seem really simple, but they just add something huge to the ambience and feel of the map. Overall, a very middly opinion on the looks... I still dont like the texturing, but then i just plain dont like the Citadel textures at all.
Sound:
Meh. What can i say? There was very little, but not to a noticable effect... It doesn't need sound to add ambience, as it's already rather ambient.
Overall:
I like it.. It's a fun map to play even if you dont have many people to play with, which, if i am correct, was the original aim of the map. Textures and architecture could be improved upon in my opinion, and perhaps something that makes which floor you're on more obvious.
Score: 87%
The combine soldier carelessly climbs a ladder, and would have regretted had his brains not been splattered over the wall. The Hunter reloads the shotgun and grins. "Nice map." he exclaims
Commented 17 years ago2007-01-11 05:23:34 UTC
in vault item: dm_hothworld betaComment #13970
oooh. the thing with the yellow bar above it. that is what i meant by the RPG being in-accesable. i thought that's what the brush-weapon looked like... So i press E at it, eh?
Commented 17 years ago2007-01-06 09:32:31 UTC
in vault item: dm_hothworld betaComment #13908
Bollocks. Hit refresh which double posted. Urgh. I'll get Daubster on the case.
Anyway. I made a list of 17 points..
Excellent .zip format. Easy to read instructions, and a nice folder set-up for people who dont know where to put custom skies etc. (+)
Rotating guns for ammo = PWN. I love the idea and how it's executed. Really suits the theme. Why is the RPG inaccessable? Did i miss a trick? (++)
Music and Ambience. Fantastic. I never noticed the music loop, so you did it pretty seamlessly. Congrats on that. Good to hear the sounds of the actual hoth invasion. (+)
OMFG! X-wing and A-wing ftw! (+)
Shield generator is great. One of the few things that doesn't need custom textures to be exactly what it's meant to be. Is it destroyable? That would be quite cool as a "crossfire bombing" idea, which in my opinion, every DM map needs. You hear the commander target the main shield generator. An alarm starts ringing, maybe a game_text informs players that they're screwed unless they get to <safe place> , then the generator gets shot by the big walker and goes kabloowey, killing everyone not in the <safe place> ... ? just a suggestion =] (+)
Ion cannon, like the shield generator looks great. Make it shoot into the sky every so often? (maybe it does and i missed it?) (+)
I love the way you allowed access to not only what was either a transport ship or a calimari cruiser (hard to tell without textures XD) but also the falcon! Brilliant work! (+)
the AT-AT's 'heads' move to follow the player... ! =D I get a tingley sensation of joy chasing around one of their legs while the other two shoot at me ^_^ (+)
Texturing, for the most part is horrible. I know this is stage 1, but the crete texture for the cliffs is just plain nasty I cant wait to see how much better it is with custom textures. Ships cry out for custom textures too. (-)
The lift that goes to the roof of the transport ship. Great idea, but very flawed, especially for a deathmatch map. If you stand too close to the side, you get crushed by the door. The lift then goes back down without closing the door, so the next time you use it, the doors close on you and you get crushed. Again. (-)
The Falcon's interior, and the room it's stored in really lack detail. It was definately the most ugly part of the map, and sadly, not just because it lacked custom textures. Also, not part of the negative, but another idea. The Falcon could perhaps have its gun turrets controllable by the player? (-)
The AT-AT's bullets, while incredibly cool, look rather silly in rapid-fire like that. It gave me quite a chuckle. (-)
Maybe just personal opinion, but i dislike the control room xmas tree. Also, you should get the probe sound filling that room... Y'know, the one that Han destroys, and you get to see Chewey with a snow moustache? ^_^ (+/-)
You can Gauss jump on to the cliffs, the generator, the ion cannon and.. well, just about everywhere. Is this intentional? If not, clip brush away, Luke. (+/-)
The smaller walkers. Are they meant to be in the distance or actually smaller walkers? Because the smaller version of the AT-AT walkers are AT-ST "chicken" walkers which only have 2 legs. (+/-)
You can easily gauss past the walkers to the sky. Odd. (+/-)
This will pwn with custom textures ^_^
So, 9 + stars. 4 - stars.
9/4 = 3.
3 stars. Of course i wont rate on the unfinished beta.
Commented 17 years ago2007-01-06 08:55:07 UTC
in vault item: dm_hothworld betaComment #13907
i have been instructed by powers beyond our comprehension to be a real bitch when reviewing this, and not take into consideration either of the following:
that rowleybob is always the guy who stopped me giving up on mapping.
it looks like 640 x 480 to me..
Also, it looks fullbright from the screenshot, but i may be mistaken,
Oh, and I know I shouldnt bring it back up, but Ghetto, you're in the range of 8 to 11 years old. Your old avatar, that was deleted under the grounds of resembling child pr0n, proves that.
Map whatever your imagination inspires you to map. this looks great.
I'm all for the learning curve, but why do you find it necisary to release all your experiments as completed maps, when clearly they are not.
Allow me to point a few things out:
- Again.. the textures.. why? How hard is it to define a floor from a wall?
These are all points based on the screenshot.. Fix please. THEN you can call it a completed map, and i'll download.it looks fullbright.
Also, the screenshot is from hammer. Is this even compiled?
I haven't tried, nor commented on the map itself, which from the screenshot does actually look rather good for an aim_map.
Apologies if my intentions weren't clear.
haha. hah.
Bloody fool i was when i told myself I'd give them all in-depth reviews. Bloody fool.
I kid of course. downloads and buzzes Livewire simultaniously
LET THE PLAYTEST BEGIN!
Although he does make valid points, they hardly apply to this map, which really shows some potential.
You should read up on the Mapping Tips thread.
It has loads of useful tips about improving architecture, texturing, and overall brushwork.
You have much potential. Lets see how far you can go.
If this is even half as good as the last one, it'll be worth at least 4 stars.
But i bet it's better.
/downloads.
looks forward to tomorrow when i can play it
carve ftl.
VM and clipping ftw.
never.
This looks great, and i shall try it out very soon.
The lone, unshaven rebel awakens in the belly of a steel beast. He is hardly able to hear the sound of the generator visible through a doorway over the sound of his beating heart. His only posessions - An SMG, 2 grendades, a crowbar and a Zero Point Energy Manipulator, or gravity gun to those without a doctorate in quantum phsyics.
He starts walking towards the generator. The heat eminating from the thing is hazing the area above it, and the rebel never sees the crossbow bolt until it plants itself in his forehead, and pins him to the wall.
A laughing Combine super soldier reloads his crossbow.
Gameplay:
Perfectly sized for three players, dm_vertico provides great gameplay for 2 to 4 people. The short, narrow coridoors, while sometimes feeling like a bit of a maze, never leave you searching for an opponent for long. Vertical gameplay plays a significant role in the map as well, but perhaps not as much as the name might suggest, nor as much as i believe the author had in mind while making the map.
Weapon placement is superb. The power weapons are all well-spaced from each other, and there is only one shotgun to find, which in a map with so many narrow halls is very important.
The missile launch, or whatever it actually is that kills players in the middle of the map is a little pointless when it's 1v1, but would provide a much more interesting gameplay aspect to a game of say, 6 people where the middle would be a high traffic area.
Aesthetics:
If a first time player was to spawn underground, say on the bottom floor, then i bet they'd be really disappointed at the architecture, which is bad. But if they work their way up, it gets better and better, with the topside being quite realistically described as "pretty."
Definately a major improvement on the last version I played graphically, what with the steam burst, little protrudings things and more importantly the improved lighting, but i still think that it's lacking in places.
The newly added green lights are one of my favourite points. They may seem really simple, but they just add something huge to the ambience and feel of the map.
Overall, a very middly opinion on the looks... I still dont like the texturing, but then i just plain dont like the Citadel textures at all.
Sound:
Meh. What can i say? There was very little, but not to a noticable effect... It doesn't need sound to add ambience, as it's already rather ambient.
Overall:
I like it.. It's a fun map to play even if you dont have many people to play with, which, if i am correct, was the original aim of the map.
Textures and architecture could be improved upon in my opinion, and perhaps something that makes which floor you're on more obvious.
Score:
87%
The combine soldier carelessly climbs a ladder, and would have regretted had his brains not been splattered over the wall.
The Hunter reloads the shotgun and grins.
"Nice map." he exclaims
No thought was put into this at all.
For shame.
tell me that's not fullbright!
• firstly, by typing ALT + 0149, with num lock on.
• secondly, by typing ALT + 7. This only works in some programs, though.
◘ = alt + 8
♠♣♦♥☻☺○ = alt and the other numbers
But they probably wont, since they're valid comments.
Texturing is an important part of mapping. Never leave it out
I'm glad you listened and textured it.
I lol'd
or how about... YOU CAN GET IN THEM! PEW PEW!
People are too lazy to create a theme for their map?!
"This is my first serious source map"
No, that would be a de_ or a cs_ map
Either that, or make the doors slide into the ceiling instead of rotate
-Answer now.
Anyway. I made a list of 17 points..
- Excellent .zip format. Easy to read instructions, and a nice folder set-up for people who dont know where to put custom skies etc. (+)
- Rotating guns for ammo = PWN. I love the idea and how it's executed. Really suits the theme. Why is the RPG inaccessable? Did i miss a trick? (++)
- Music and Ambience. Fantastic. I never noticed the music loop, so you did it pretty seamlessly. Congrats on that. Good to hear the sounds of the actual hoth invasion. (+)
- OMFG! X-wing and A-wing ftw! (+)
- Shield generator is great. One of the few things that doesn't need custom textures to be exactly what it's meant to be. Is it destroyable? That would be quite cool as a "crossfire bombing" idea, which in my opinion, every DM map needs. You hear the commander target the main shield generator. An alarm starts ringing, maybe a game_text informs players that they're screwed unless they get to <safe place> , then the generator gets shot by the big walker and goes kabloowey, killing everyone not in the <safe place> ... ? just a suggestion =] (+)
- Ion cannon, like the shield generator looks great. Make it shoot into the sky every so often? (maybe it does and i missed it?) (+)
- I love the way you allowed access to not only what was either a transport ship or a calimari cruiser (hard to tell without textures XD) but also the falcon! Brilliant work! (+)
- the AT-AT's 'heads' move to follow the player... ! =D I get a tingley sensation of joy chasing around one of their legs while the other two shoot at me ^_^ (+)
- Texturing, for the most part is horrible. I know this is stage 1, but the crete texture for the cliffs is just plain nasty I cant wait to see how much better it is with custom textures. Ships cry out for custom textures too. (-)
- The lift that goes to the roof of the transport ship. Great idea, but very flawed, especially for a deathmatch map. If you stand too close to the side, you get crushed by the door. The lift then goes back down without closing the door, so the next time you use it, the doors close on you and you get crushed. Again. (-)
- The Falcon's interior, and the room it's stored in really lack detail. It was definately the most ugly part of the map, and sadly, not just because it lacked custom textures. Also, not part of the negative, but another idea. The Falcon could perhaps have its gun turrets controllable by the player? (-)
- The AT-AT's bullets, while incredibly cool, look rather silly in rapid-fire like that. It gave me quite a chuckle. (-)
- Maybe just personal opinion, but i dislike the control room xmas tree. Also, you should get the probe sound filling that room... Y'know, the one that Han destroys, and you get to see Chewey with a snow moustache? ^_^ (+/-)
- You can Gauss jump on to the cliffs, the generator, the ion cannon and.. well, just about everywhere. Is this intentional? If not, clip brush away, Luke. (+/-)
- The smaller walkers. Are they meant to be in the distance or actually smaller walkers? Because the smaller version of the AT-AT walkers are AT-ST "chicken" walkers which only have 2 legs. (+/-)
- You can easily gauss past the walkers to the sky. Odd. (+/-)
- This will pwn with custom textures ^_^
So,9 + stars.
4 - stars.
9/4 = 3.
3 stars. Of course i wont rate on the unfinished beta.
KEEP WORKING, BOY!
- that rowleybob is always the guy who stopped me giving up on mapping.
- what other people have said in reviews.
So...*downloads
Dont let espen's comment dis-hearten you. Keep working, read tutorials and make a kick-ass map!