Commented 13 years ago2011-04-24 18:34:43 UTC
in vault item: HarvesterComment #19027
i agree with zeeba on most all points. Vertical gameplay seems like it would be a lot of fun. I've also NOT played Hunters, so i don't really know how good your recreation is compared to it.
A couple notes/nitpicks:
-one of the ladders in the "harvest" area(by the big green capsule" doesn't work. (i really like that area btw) -might be a funny salute to cs_assault if you make those monitor banks by the health chargers (harvest area) trigger_cameras. =) -i would avoid using the stock HL glass texture in most cases, becasue personally, i just don't like the way it looks. remember you can make ANY texture look transparent..(sure you know that just saying, another texture might look better) -I would add lots more small detail items pretty much everywhere in the map, since it also seems you have room in your wpoly budget. For example, i'd add all kinds of wires and stuff attached to the green capsule/tank, and get creative with floor/ceiling/wall trims.
Commented 13 years ago2011-04-18 18:38:30 UTC
in vault item: Szary ZakonComment #18670
Jesus Christ this looks amazing. I have to admit, i'm a bit drunk tho while playing the map, but i'm blown away by the beautiful brushwork and visuals.
a couple visual distractions i notice right off the the bat tho:
- fade texture light rays could be done better. try varying the size/shape to make them look more than such uniform wedges. cut out the bottom corner of the "beam" since it's physically impossible for this to shine through the wall. experiment with adding some sprites to the mix, to make for a more realistic haze/hdr effect
-clip/scale the torch bases to give them a bevel, and make them more natural realistic-looking.
-some texture scales seem a bit high considering how they look to me the way they are lightmapped. If this is actually the case try lowering the scales in these areas. If not, perhaps try different textures in these areas. (i'll try to be more specific in my next review)
I'll try to run through this when i'm more sober, but absolutely amazing work for the GoldSrc engine.
This be a 5-stars imo.
Great Work! =)
MV mods: please change my rating to 5, i can't seem to edit it fsr, thanks.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 13 years ago2011-04-07 20:07:14 UTC
in journal: #7149Comment #62204
you sure you never let anyone borrow your steam account? did you protect it by verifying with an email address? (i told you the story of my cousin getting locked out of the steam account i gave him, cuz steam noticed him logging in from a different location than me.)
did you try contacting steam with your informaiton, i.e., your cdkey?
Commented 13 years ago2011-04-07 00:09:18 UTC
in vault item: Small Map BundleComment #18950
Crate Storage: A unexpectedly nice map(anything with "crate" in the title scares me right off the bat. =)
+Nice arrangement and customization of those containers. +Good weapon placement +neat ambience, tho it wears after a while -sky would be better as something industrial, like inside a wharehouse +Layout and vertical gameplay seems like this map would lend itself to some fun MP +some nice small detail items and creative use of some of the HL textures
3.5 stars
Facility: Another neat little dm map.
+/- i like the layout but i wish it was bigger. I wish some of the windows were open, and you could go outside. +/-Cleanly created, yet pretty boring architecture and texturing.
Commented 13 years ago2011-04-06 23:48:28 UTC
in vault item: Beta5thComment #18949
This is a really well-made, thoughtfully created map, and the screenies don't do it justice.
+ Architecture. super pretty much everyehere. +/- Lighting: i feel lighting was fine, but a little too consistent throughout, which lends itself to some drab, visual boredom after while. Make some areas brighter would be my advice. + Very nicely detailed, though i'd like to see some more small detail and props in places +/- Texturing is adequete, but this nice map architecture would look prettier with some different texturing in places. Same as the lighting, a little too consistent/drab. +Layout is nice and seems like it would lend itself to some fun gameplay -Visual effects: turn those screens into texlights (the video control room) for a very nice effect. add a transparent piece of glass in front to mimic a screen if you want. Make some buttons texlights on there as well to add some visual intrest. -Agree with Dimbark about adding some more cover in the big areas(NOT CRATES THO) =)
3.5 for a very solid map rounds up to 4 in my book. A good map with the potential to very easlily be a great one.
Commented 13 years ago2011-04-06 20:53:39 UTC
in journal: #7147Comment #40053
Yeah, you can go to Barnes and noble and read most of them for free. I thumbed through sin city and was surprised how seamlessly the images from the graphic novel transitioned to the screen.
While i prefer to have paper pages for comics rather than some reader, i don't think i care enough to ever pay real money for them. (what do those one you mentioned cost, btw?)
Commented 13 years ago2011-04-01 22:32:35 UTC
in vault item: aim_aztec_portugalComment #18930
This is actually not that bad. i'm gonna rate 3 stars just for the equip system, which is really nice. (did you build it yourself?)
That said, texuring is awful, and the "arena" part of the map is essentially a rectangular box. There is no interesting cover in-between sides, actually, there really is no cover at all besides 2 crates; this is bad. Theme is not well-developed, and really has nothing to do with aztec map.
For what it is (remember, we're talking about an "aim" map here, it's really not altogether that bad. Not a bad beginner map, and i rate 3 stars for an excellent equip system.
NOTE: People rating the map without even downloading/playing the map: Unless your psychic, it is IMPOSSIBLE and simply improper to critique/rate a map through a screenie. /end mini rant.
Commented 13 years ago2011-04-01 17:52:55 UTC
in vault item: deathrun_icarus_fix2Comment #3632
haha crazy stuff!
I tried like 20 times to navigate the course, only to die each time (even with noclip!). So, i just noclipped the hole path to check things out. I'm just horrible at these types of maps...
Texturing is very nice but perhaps some more variation? Also, the scrolling "death" texture throughout the whole thing, makes an otherwise very visually-interesting map seem kinda bland. =(
I particularly liked the localized sounds at some of the obstacles, like the func_wall-toggle blocks. Hard to belive you can have all this interactive stuff in the map and still have it run so smoothly.. very nicely done!
I felt like some underlying music would have been nice for this, fsr, i kept hearing the original metroid theme in my head while running through this.
I would love to see different obstacle areas seperated by normal walkways--kinda like half-life boot camp--, and a toggleable hologram to give you hints if you hit a button or something. I know that's not the right thing for this type of map, but it might be nice for newcomers to this style of play. =P
Commented 13 years ago2011-04-01 11:42:52 UTC
in vault item: css_castle_bridgeComment #3648
NOTE: i would update the texturing and the screenie (you still got the old one there) ASAP.
This actually might be a good layout for the "30-Brush competiton" in all seriousness. Obviously if you did, you'd want to retexure, since i think you only used one texture (besides the grass) in the whole map. = )
Your test models are "interesting" and look like some of the first models im made in milkshape. =) Good on you at starting your modeling career!
Also i agree, not really an example map, more like an unfinished or a model lighting test..
Commented 13 years ago2011-04-01 10:45:59 UTC
in journal: #7135Comment #39159
wow fuck, they must of really been rough with that to do that sort of damage. I'd be on a manhunt for the people who handled it and try to get them immediately fired. (did you ship it by air freight, or moving company, or what?)
At the very least you should be able to give them receipts and get reimbursed for the whole thing, no questions asked.
Commented 13 years ago2011-03-28 05:04:47 UTC
in news: Competition 30Comment #99864
this is fairly exciting to have a sanctioned minicompo! i like the idea of community voting too, but i think possibly mod's votes should be weighted double that of normal members. just a thought. (mods tend to be more impartial then reg members by a factor of 2-to-1.
Commented 13 years ago2011-03-25 03:09:30 UTC
in vault item: ApartmentComment #18916
Not horrible first map! very blocky all around, but at least it's consistent. (i usually make exterior walls 16 units and interior walls 8, but do whatever looks the best for your map)
Not really a whole lot to the map, and i know you are a beginner, but here are a few things i noticed:
-lights. nice that you had switchable lights all over, but put up some fixtures to have them "shine" from, and not just naked pointlights. =)
-your breakable boards were fine, but to get rid of that weird "stretched" look, select a face of one of the boards and click "face" in texture properties. Having weird texture scales might do this too, so try and keep the scales between .25 and l.00 for starters. (Also if you want it lined up correctly--the grains of the wood facing the right way--, select the edge of one of the boards, and ALT-Right-Click to the face of the board.)
-you can see visual errors around the cracks in the floor due to brushes not being snapped together. Use Vertex manipulation to snap the vertices around the perimeter of the holes to grid points. (lower the grid size using [ and ] buttons.)
Commented 13 years ago2011-03-24 07:34:22 UTC
in vault item: fy_emu_fightComment #18912
Very nice FY map, and much more detail than you would expect, though i'm not sure how i feel about the heavy fog everywhere.(i understand why it's there though).
For the track light, use an actual light besides just the sprite, mabye it would look better? Besides the brick walls on either side, maybe use more terrain or just textue it differently to match the rest of the map possibly.
Anyway, superbly detailed, first source map! keep in mind i'm pretty noob at source mapping, so these are just my general impressions.
Commented 13 years ago2011-03-23 08:44:32 UTC
in vault item: de_dracula - bad mapComment #18868
superb and inspiring for a first map. It was a lot of fun roaming around and soaking up all the detail you added to the map, as well as the crazy clipping/carving in places!
1st maps are almost NEVER as good as this, and your's most-definitely shows your mapping potential, even so early on! You made use of almost all the entities needed to make an expert-level map, it's just your understanding of the editor was not on par with your moxy to add things to the level(like the erroneously-placed info_decals! =))
Commented 13 years ago2011-03-23 08:28:16 UTC
in journal: #7122Comment #55243
Going tomorrow on tix i won through our local paper's entertainment section! I don't really know what to expect from this movie, though the action scenes look pretty decent from the trailers.
Hopefully it'll be really good and we win with our free tickets!
Commented 13 years ago2011-03-12 20:21:50 UTC
in vault item: cs_omega_assaultComment #18887
Ha pretty nice stuff! You had some really nice detail in places, and you can tell with the attention to detail you put to things, even back then, that you a good mapper. I don't care what anyone says, copying a map from scratch without decompile data, is exceptionally challenging to get things right, and you did a great job. kudos! =)
I would love to see a map-from-base compo with this map, and everyone showing their own, perfect version of cs_assault. =P
5 stars for thoughtful detailing and a nice, from-scratch reproduction of my most favouritest cs map from back in the day.
A couple notes/nitpicks:
-one of the ladders in the "harvest" area(by the big green capsule" doesn't work. (i really like that area btw)
-might be a funny salute to cs_assault if you make those monitor banks by the health chargers (harvest area) trigger_cameras. =)
-i would avoid using the stock HL glass texture in most cases, becasue personally, i just don't like the way it looks. remember you can make ANY texture look transparent..(sure you know that just saying, another texture might look better)
-I would add lots more small detail items pretty much everywhere in the map, since it also seems you have room in your wpoly budget. For example, i'd add all kinds of wires and stuff attached to the green capsule/tank, and get creative with floor/ceiling/wall trims.
Nice stuff1 would like to play it on a server! =)
=P
a couple visual distractions i notice right off the the bat tho:
- fade texture light rays could be done better. try varying the size/shape to make them look more than such uniform wedges. cut out the bottom corner of the "beam" since it's physically impossible for this to shine through the wall. experiment with adding some sprites to the mix, to make for a more realistic haze/hdr effect
-clip/scale the torch bases to give them a bevel, and make them more natural realistic-looking.
-some texture scales seem a bit high considering how they look to me the way they are lightmapped. If this is actually the case try lowering the scales in these areas. If not, perhaps try different textures in these areas. (i'll try to be more specific in my next review)
I'll try to run through this when i'm more sober, but absolutely amazing work for the GoldSrc engine.
This be a 5-stars imo.
Great Work!
=)
MV mods: please change my rating to 5, i can't seem to edit it fsr, thanks.
=)
lighting is also quite nice, and it's striking to noclip and "back off" a bit to look at the whole thing.
fsr, your custom sky does not come through for me, even though i copied the sky brushes to my valve/gfx/env folder (twice to make sure).
Great entry and i hope we get more of this quality before the end!
5 stars for an exceptional 30-brush entry.
did you try contacting steam with your informaiton, i.e., your cdkey?
A unexpectedly nice map(anything with "crate" in the title scares me right off the bat. =)
+Nice arrangement and customization of those containers.
+Good weapon placement
+neat ambience, tho it wears after a while
-sky would be better as something industrial, like inside a wharehouse
+Layout and vertical gameplay seems like this map would lend itself to some fun MP
+some nice small detail items and creative use of some of the HL textures
3.5 stars
Facility:
Another neat little dm map.
+/- i like the layout but i wish it was bigger. I wish some of the windows were open, and you could go outside.
+/-Cleanly created, yet pretty boring architecture and texturing.
3 stars
+ Architecture. super pretty much everyehere.
+/- Lighting: i feel lighting was fine, but a little too consistent throughout, which lends itself to some drab, visual boredom after while. Make some areas brighter would be my advice.
+ Very nicely detailed, though i'd like to see some more small detail and props in places
+/- Texturing is adequete, but this nice map architecture would look prettier with some different texturing in places. Same as the lighting, a little too consistent/drab.
+Layout is nice and seems like it would lend itself to some fun gameplay
-Visual effects: turn those screens into texlights (the video control room) for a very nice effect. add a transparent piece of glass in front to mimic a screen if you want. Make some buttons texlights on there as well to add some visual intrest.
-Agree with Dimbark about adding some more cover in the big areas(NOT CRATES THO) =)
3.5 for a very solid map rounds up to 4 in my book. A good map with the potential to very easlily be a great one.
While i prefer to have paper pages for comics rather than some reader, i don't think i care enough to ever pay real money for them. (what do those one you mentioned cost, btw?)
P
That said, texuring is awful, and the "arena" part of the map is essentially a rectangular box. There is no interesting cover in-between sides, actually, there really is no cover at all besides 2 crates; this is bad. Theme is not well-developed, and really has nothing to do with aztec map.
For what it is (remember, we're talking about an "aim" map here, it's really not altogether that bad. Not a bad beginner map, and i rate 3 stars for an excellent equip system.
NOTE: People rating the map without even downloading/playing the map: Unless your psychic, it is IMPOSSIBLE and simply improper to critique/rate a map through a screenie. /end mini rant.
I tried like 20 times to navigate the course, only to die each time (even with noclip!). So, i just noclipped the hole path to check things out. I'm just horrible at these types of maps...
Texturing is very nice but perhaps some more variation? Also, the scrolling "death" texture throughout the whole thing, makes an otherwise very visually-interesting map seem kinda bland. =(
I particularly liked the localized sounds at some of the obstacles, like the func_wall-toggle blocks. Hard to belive you can have all this interactive stuff in the map and still have it run so smoothly.. very nicely done!
I felt like some underlying music would have been nice for this, fsr, i kept hearing the original metroid theme in my head while running through this.
I would love to see different obstacle areas seperated by normal walkways--kinda like half-life boot camp--, and a toggleable hologram to give you hints if you hit a button or something. I know that's not the right thing for this type of map, but it might be nice for newcomers to this style of play.
=P
Very nice work!
map "single map.map"
Then the map won't load.
Also and more importantly i get this message when loading map:
WARNING: couldn't open valve/my wad.wad
This actually might be a good layout for the "30-Brush competiton" in all seriousness. Obviously if you did, you'd want to retexure, since i think you only used one texture (besides the grass) in the whole map.
= )
Your test models are "interesting" and look like some of the first models im made in milkshape. =) Good on you at starting your modeling career!
Also i agree, not really an example map, more like an unfinished or a model lighting test..
"WARNING: could not open valve/box.wad"
=/
At the very least you should be able to give them receipts and get reimbursed for the whole thing, no questions asked.
(
Some decals are not showing up for me:
http://img848.imageshack.us/img848/7254/gglastrain0000.jpg
http://halflife.qeradiant.com/halflife/tthl1.htm
)
Striker: you left out 50% crapping on good threads with useless/obvious information, whilst trying to look cool. (that's at least 50% on my pie graph)
P
Not really a whole lot to the map, and i know you are a beginner, but here are a few things i noticed:
-lights. nice that you had switchable lights all over, but put up some fixtures to have them "shine" from, and not just naked pointlights. =)
-your breakable boards were fine, but to get rid of that weird "stretched" look, select a face of one of the boards and click "face" in texture properties. Having weird texture scales might do this too, so try and keep the scales between .25 and l.00 for starters.
(Also if you want it lined up correctly--the grains of the wood facing the right way--, select the edge of one of the boards, and ALT-Right-Click to the face of the board.)
-you can see visual errors around the cracks in the floor due to brushes not being snapped together. Use Vertex manipulation to snap the vertices around the perimeter of the holes to grid points. (lower the grid size using [ and ] buttons.)
For the track light, use an actual light besides just the sprite, mabye it would look better? Besides the brick walls on either side, maybe use more terrain or just textue it differently to match the rest of the map possibly.
Anyway, superbly detailed, first source map! keep in mind i'm pretty noob at source mapping, so these are just my general impressions.
1st maps are almost NEVER as good as this, and your's most-definitely shows your mapping potential, even so early on! You made use of almost all the entities needed to make an expert-level map, it's just your understanding of the editor was not on par with your moxy to add things to the level(like the erroneously-placed info_decals! =))
All things considered, truly Great stuff!
=)
Hopefully it'll be really good and we win with our free tickets!
)
Are you a TRUE HOMIE?!
cuz i'm not sure a TRUE HOMIE would rock ann external nor a pc--if that is a PC next to it--such as that =/
I would love to see a map-from-base compo with this map, and everyone showing their own, perfect version of cs_assault. =P
5 stars for thoughtful detailing and a nice, from-scratch reproduction of my most favouritest cs map from back in the day.
*****
I think twhl.info is fantastic.
P
Make sure you:
1. Merge or copy/paste the ENTIRE included valve directory with your own, located in steamaps/steamname/half-life.
2. once that's done, pull up console and type: map micro001ct <enter>
Are you getting any type of error or is it just crashing? let me know if you've done all this and it still won't run.