Comments

Commented 17 years ago2007-05-20 09:15:43 UTC in vault item: aim_oldzone Comment #14951
Ghetto, why do you play CS at such a low resolution?
it looks like 640 x 480 to me..

Also, it looks fullbright from the screenshot, but i may be mistaken,
Commented 17 years ago2007-05-18 04:24:57 UTC in vault item: de_C5000merchant Comment #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.
Commented 17 years ago2007-05-16 07:18:07 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #14893
*cum*
Commented 17 years ago2007-05-16 06:29:52 UTC in vault item: de_C5000merchant Comment #14892
lol, don't listen to Ghetto. He's like, 8 years old.

Map whatever your imagination inspires you to map. this looks great.
Commented 17 years ago2007-05-15 14:20:33 UTC in vault item: dm_detritus_v2 Comment #14884
... and i make a point not to rate a DM map without having played it with others.
Commented 17 years ago2007-05-15 14:20:09 UTC in vault item: dm_detritus_v2 Comment #14883
i've been trying to play for ages, but hamachi keeps bleeping up.
Commented 17 years ago2007-05-06 16:03:12 UTC in vault item: Day 15 Comment #14808
i really must finish this sometime =]
Commented 17 years ago2007-05-06 05:42:09 UTC in vault item: Aggravation Comment #14803
... why did you use cubemaps.. on a map with 1 texture..

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:
  • Cubemaps deal with reflective surfaces. I see one texture in this map. It aint reflective.
  • Your lights are coming from nowhere. Ever see that in real life? Add some prop_static light fixtures.
  • 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.
Commented 17 years ago2007-05-03 19:32:36 UTC in vault item: City Life Comment #14790
..if that's from in-game, why are there no shadows, or any discernable lights at all?

it looks fullbright.
Commented 17 years ago2007-05-03 19:01:57 UTC in vault item: City Life Comment #14788
um...If it's DM, why is there an HEV suit? Players start with them.

Also, the screenshot is from hammer. Is this even compiled?
Commented 17 years ago2007-05-03 07:56:26 UTC in vault item: Alpestrine Comment #14783
it amazes me that he cant manage several 3 letter words.
Commented 17 years ago2007-04-24 10:25:21 UTC in vault item: aim_a2_prisonyard Comment #14723
woah, woah, woah. I wasn't trying to be offensive guys. I just found the statement funny.

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.
Commented 17 years ago2007-04-23 11:30:59 UTC in vault item: aim_a2_prisonyard Comment #14710
you consider an aim_map to be "something different" ?!

haha. hah.
Commented 17 years ago2007-04-22 15:25:56 UTC in vault item: dm_detritus_v2 Comment #14702
eugh. I remember the days when i was PMing you, absolutely begging you to release more maps.

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!
Commented 17 years ago2007-04-22 07:06:43 UTC in vault item: Epic Hallway Comment #14696
you're an ass.
Commented 17 years ago2007-04-18 18:10:19 UTC in vault item: Terrorist Comment #14655
Don't listen to swiftd27.

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.
Commented 17 years ago2007-04-18 17:57:11 UTC in vault item: Day 15 Comment #14654
ah sweet.
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
Commented 17 years ago2007-04-14 19:47:15 UTC in vault item: de_bay Comment #14628
yeah. I agree with spinakerjones.

carve ftl.
VM and clipping ftw.
Commented 17 years ago2007-04-04 22:01:57 UTC in vault item: de_mainframe2_cz Comment #14571
Me? Good with bots?

never.

:)
Commented 17 years ago2007-03-29 13:13:16 UTC in vault item: FacingWorlds Comment #14519
why wouldn't it?
Commented 17 years ago2007-03-28 11:29:54 UTC in vault item: dm_aquos Comment #14504
it's really astounding how much you're improving!

This looks great, and i shall try it out very soon.
Commented 17 years ago2007-03-24 13:44:51 UTC in vault item: aim_arcadiariflecup Comment #14471
/wrists
Commented 17 years ago2007-03-22 17:09:23 UTC in vault item: dm_vertico Comment #14454
https://www.youtube.com/watch?v=Pz1NrtJx6Ak

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 ago2007-03-19 13:35:42 UTC in vault item: TP Comment #14410
horrible.

No thought was put into this at all.
For shame.
Commented 17 years ago2007-03-15 07:14:22 UTC in vault item: surf_construct Comment #14379
Is that fullbright?

tell me that's not fullbright!
Commented 17 years ago2007-03-12 09:40:30 UTC in vault item: Vertigo Comment #14372
srry, you're probably thinking of de_vertigo for CS 1.6
Commented 17 years ago2007-03-11 09:01:02 UTC in vault item: dm_vertico Comment #14365
i have now played the latest version. I'll review tonight probably.
Commented 17 years ago2007-03-08 13:25:40 UTC in vault item: dm_vertico Comment #14343
/me excitedly hits the Download Button
Commented 17 years ago2007-03-01 08:24:31 UTC in vault item: Tribute to Rowleybob Comment #14307
nice thought.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-02-19 05:28:22 UTC in vault item: func_autotrackchange not working (DarkMesa Start) Comment #14265
Bullet points can be achieved 2 ways:

• 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
Commented 17 years ago2007-02-15 04:43:47 UTC in vault item: Frag Fence Comment #14230
"You can ask Muzzleflash or one of the other map vault moderators to delete them"

But they probably wont, since they're valid comments.
Commented 17 years ago2007-02-14 04:37:43 UTC in vault item: Texas Rangers (Compo 22) Comment #14221
worked fine with Opera for me
Commented 17 years ago2007-02-11 21:14:15 UTC in vault item: fy_hydroxide_v3_final Comment #14201
There, y'see? Now people love you :P

Texturing is an important part of mapping. Never leave it out :)
I'm glad you listened and textured it.
Commented 17 years ago2007-02-11 17:13:21 UTC in vault item: Frag Fence Comment #14197
chair.wad? there's no bloody chair in the map
Commented 17 years ago2007-02-10 10:16:29 UTC in vault item: fy_hydroxide_v3_final Comment #14188
aha! so much better with textures!
Commented 17 years ago2007-02-10 10:15:50 UTC in vault item: Frag Fence Comment #14187
"The detail of the map isn't really THAT good"

I lol'd
Commented 17 years ago2007-02-09 13:38:48 UTC in vault item: fy_hydroxide_v3 Comment #14182
texturing is a very important part of mapping. Maps that are not textured, like this one, can not be considered 'complete'
Commented 17 years ago2007-01-31 14:51:29 UTC in vault item: de_quickshot Comment #14122
why on earth would use use WorldCraft when Hammer 3.5 is perfectly stable?
Commented 17 years ago2007-01-27 23:31:17 UTC in vault item: dm_hothworld beta Comment #14081
"The ATATs are going to be completely inaccesible."

or how about... YOU CAN GET IN THEM! PEW PEW!
Commented 17 years ago2007-01-27 22:09:15 UTC in vault item: gg_funfight Comment #14076
what is it with dev textures?!

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
Commented 17 years ago2007-01-20 22:39:32 UTC in vault item: gg_defenestrate Comment #14042
even for gun game this is poor. Boo
Commented 17 years ago2007-01-13 23:50:04 UTC in vault item: The Arena - Room 1 Comment #13987
i swear if room 2 isn't released soon i'm gonna explode
Commented 17 years ago2007-01-11 05:23:34 UTC in vault item: dm_hothworld beta Comment #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 20:31:44 UTC in vault item: dm_hothworld beta Comment #13923
oh, and the lift on the transport? Just make it have 0 crush damage.

Either that, or make the doors slide into the ceiling instead of rotate
Commented 17 years ago2007-01-06 20:27:21 UTC in vault item: dm_hothworld beta Comment #13922
"Why is the RPG inaccessable? Did i miss a trick?"

-Answer now.
Commented 17 years ago2007-01-06 09:32:31 UTC in vault item: dm_hothworld beta Comment #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 :P 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!
Commented 17 years ago2007-01-06 08:55:07 UTC in vault item: dm_hothworld beta Comment #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.
  • what other people have said in reviews.
So...

*downloads
Commented 17 years ago2006-12-31 20:16:49 UTC in vault item: krAzY Comment #13872
nice for a first attempt.
Dont let espen's comment dis-hearten you. Keep working, read tutorials and make a kick-ass map!
Commented 17 years ago2006-12-30 14:04:48 UTC in vault item: cs_face2face Comment #13858
don't forget the complete lack of decent description, default sky, and the fact that it's CSDM