Commented 17 years ago2006-11-24 21:23:55 UTC
in vault item: aim_pistolroundComment #13546
holy shit you run at a low resolution.. what is that, 640 x 480?
Anyway, the type of map limits this to a maximum rating of 3 stars, but i must say that it is not a bad example of the gametype.
Sadly, it still shows many of the signs of a bad map.
? repetative texturing ? crates. crates. oh, and more crates. ? blocky, to the point of injury. ? been done 1000 times before.
However, i actually quite like the simplistic lighting, so it doesn't quite sink as low as 1 star..
I strongly suggest you work on this some more.. Add some height variation.. Give the floor some interesting changes in texture, and for god's sake get rid of the crates.. Put something more imaginitive in their place.
Gordon opens his eyes. He's in a corridoor. The ambience of destruction all around him. Taking a few careful steps forward, he runs back as the roof bends and cripples over him. The stress from the aerial bombings are too much for the old lab. Edging forward, expecting the worst, he notices a security guard and a scientist talking animatedly. Coming closer he discovers that the blast door can not be opened without the signal code transmitting. Only a fool would go down there to re-align the transmitter. Both scientist and guard turn to look at Gordon.
What a mod. I mean really. The level of detail is astounding. From architecture to little items, everything has been made with the upmost care and precision (spade in the dirt, medical dripper above the cot etc) The gameplay is very difficult (on hard mode, anyways) but not to the point that it seperates from the fun. The ambient sound and atmosphere created in every location is inspired, and they bring the place to life.
Custom code and monsters are all very good, as well as the way they are implemented (like a berzillion scripts :D) all, again, very well made.
Also, a special mention to the sewery area, with all the grunts getting brutally torn appart by monsters. Fantastic.
Now onto the very few negative points.
1) a few of the scripts are a bit buggy. Specifically the hound-eyes before the Garg. One of them doesnt move and is invincible.
2) occasionally (VERY OCCASIONALY) there are a few mis-aligned textures, but not enough to distract the player. I was looking for bugs and was impressed to find so few.
3) I threw all my nades and rockets at the garg and it didnt die :S
4) too short!
Overall, simply astounding. Download this now.
Commented 18 years ago2006-08-30 13:39:58 UTC
in vault item: InfiltrationComment #12927
Infiltration 1:
Pros:
+ Nice displacements at the start
+ The sewer is well detailed and quite creepy with all the zombies
+ The hall with the combine elite in it is great, and obviously designed for combat
+ The antlion guard sequence along with the plank puzzle made a good end to the map.
Cons:
- The seagulls at the start look really crap when they rotate like retards.
- the clip brush is too far away from the ship, making it an obvious invisible wall. bad.
-- You can see through gaps in the displacements around the first pipe to the other side of the map. Very bad.
- You should add a level or something to the generator in the sewer to make it more obvious that its interactive.
- Why are some grates breakable but others arent? Texture the non-breakable ones differently.
- Put some shotty ammo before the combine elite hallway. I wasted all my ammo on the zombies.
Overall:
A nice, well detailed map that is held back by some really irritating bugs.
(4 stars)
Infiltration 2:
Pros:
+ The combine fight over the generator was a great HL2 moment. Love it.
+ The puzzles were all pretty good and well thought out.
+ I love your sick sense of humour with the vent in the room that the player thinks he'll have to make a bridge across with crates.
Cons:
- The levelchange hall was, for lack of a better word, horrible.
- The huge long hall leading to the security room was really bad too. Add some detail PLEASE.
Overall:
Lack of detail dragged this way down. Some nice entity work, though.
(3 stars)
Infiltration 3:
Pros:
+ The hall with glass was cool.
+ the sliding doors were awsome.
Cons:
- What?! Random location change?!
- None of the striders move. This makes the combat really boring.
- The combat was really poor. The striders became chores instead of enemies, when the player has to duck, shoot, duck, shoot repeatedly.. Its annoying.
Overall:
Boring, but with a few good points.. The worst map in the map pack.
(3 stars)
Overall:
4 + 3 + 3 = 10
10 devided by 3 = 3.333...
round up to 3
Honestly, i would give it a three if it asnt for the good moments in map #1. It feels very rushed towards the end. Improve it
fullbright blocks are generally created by noobs, who have never mapped before, therefor the rating system is used diffferently from experienced mappers.
I honestly dont think its worht more than 2/3 stars.. I told you on MSN to use displacements and you didnt.. Silly decision i think.
Commented 18 years ago2006-07-27 16:05:06 UTC
in vault item: aim_famas_xComment #12681
im sorry if you think im being unfair, but im not.. Aim and Fy maps can be fun, and are fun. But maps like aim_akcolt are dreadful.. Make a theme to your map. make it more interesting. add props - nice lighting.. SOMETHING that makes it different from all the countless other aim_omgdismaprrulelawls
Keep mapping, get better.
well, first of all:
The map leading up to the message was great. Lovely architecture and lighting..
..
but to be honest, i was a little let-down at the end.. The chamber seemed very bland, and perhaps some more flashy things could have been used
Heh, not important. It's a lovely message and we all wish you a merry xmas too, muzz ^_^
Didn't expect this to be finished so quickly!
/downloads
No. Use Texturelights.
There is a tutorial on their use on TWHL.
Obviously has a real passion for mapping
Anyway, the type of map limits this to a maximum rating of 3 stars, but i must say that it is not a bad example of the gametype.
Sadly, it still shows many of the signs of a bad map.
? repetative texturing
? crates. crates. oh, and more crates.
? blocky, to the point of injury.
? been done 1000 times before.
However, i actually quite like the simplistic lighting, so it doesn't quite sink as low as 1 star..
I strongly suggest you work on this some more.. Add some height variation.. Give the floor some interesting changes in texture, and for god's sake get rid of the crates.. Put something more imaginitive in their place.
I strongly suggest you PM MuzzleFlash and ask he puts it on his server, so that i can give it a proper test with other players.
very un-finished seeming..
There is no theory of evolution. Just a list of animals that Chuck Norris allows to live.
When Chuck Norris falls in water, Chuck Norris doesn't get wet. Water gets Chuck Norris.
I was making a garys mod map, and testing it in single player GM, so it worked fine, but when i loaded it up on Habboi's server, no slow-mo :'(
even set the clientcommand to sv_cheats 1 first.
Use the powerful engine! Make those pipe cylinders have many more faces.
HL2DM is so much better. HL1DM is so much better for that matter.
HLDM:S is insulting.
Dude!
Gordon opens his eyes. He's in a corridoor. The ambience of destruction all around him. Taking a few careful steps forward, he runs back as the roof bends and cripples over him. The stress from the aerial bombings are too much for the old lab.
Edging forward, expecting the worst, he notices a security guard and a scientist talking animatedly. Coming closer he discovers that the blast door can not be opened without the signal code transmitting.
Only a fool would go down there to re-align the transmitter.
Both scientist and guard turn to look at Gordon.
What a mod. I mean really. The level of detail is astounding. From architecture to little items, everything has been made with the upmost care and precision (spade in the dirt, medical dripper above the cot etc)
The gameplay is very difficult (on hard mode, anyways) but not to the point that it seperates from the fun.
The ambient sound and atmosphere created in every location is inspired, and they bring the place to life.
Custom code and monsters are all very good, as well as the way they are implemented (like a berzillion scripts :D) all, again, very well made.
Also, a special mention to the sewery area, with all the grunts getting brutally torn appart by monsters. Fantastic.
Now onto the very few negative points.
1) a few of the scripts are a bit buggy. Specifically the hound-eyes before the Garg. One of them doesnt move and is invincible.
2) occasionally (VERY OCCASIONALY) there are a few mis-aligned textures, but not enough to distract the player. I was looking for bugs and was impressed to find so few.
3) I threw all my nades and rockets at the garg and it didnt die :S
4) too short!
Overall, simply astounding. Download this now.
You have talent. Put it to use on a nice big map =D
Definately worth 4.
4) is that a BLUE ladder i see in the screenshot?
The biggest flaw, i think, is of course the full-bright. Add lights, run RAD.
The textures are repetative, but suit the theme, and there are some nice examples of non-blocky brushwork.. (some.)
I make a point not to rate first maps, but if i was going to, this would get 3 stars. Good work, now map something amazing
"***UPDATED***
-Now uses custom textlights instead of icky point based lights.. (some lights remain point based.. for a reason)"
Pros:
+ Nice displacements at the start
+ The sewer is well detailed and quite creepy with all the zombies
+ The hall with the combine elite in it is great, and obviously designed for combat
+ The antlion guard sequence along with the plank puzzle made a good end to the map.
Cons:
- The seagulls at the start look really crap when they rotate like retards.
- the clip brush is too far away from the ship, making it an obvious invisible wall. bad.
-- You can see through gaps in the displacements around the first pipe to the other side of the map. Very bad.
- You should add a level or something to the generator in the sewer to make it more obvious that its interactive.
- Why are some grates breakable but others arent? Texture the non-breakable ones differently.
- Put some shotty ammo before the combine elite hallway. I wasted all my ammo on the zombies.
Overall:
A nice, well detailed map that is held back by some really irritating bugs.
(4 stars)
Infiltration 2:
Pros:
+ The combine fight over the generator was a great HL2 moment. Love it.
+ The puzzles were all pretty good and well thought out.
+ I love your sick sense of humour with the vent in the room that the player thinks he'll have to make a bridge across with crates.
Cons:
- The levelchange hall was, for lack of a better word, horrible.
- The huge long hall leading to the security room was really bad too. Add some detail PLEASE.
Overall:
Lack of detail dragged this way down. Some nice entity work, though.
(3 stars)
Infiltration 3:
Pros:
+ The hall with glass was cool.
+ the sliding doors were awsome.
Cons:
- What?! Random location change?!
- None of the striders move. This makes the combat really boring.
- The combat was really poor. The striders became chores instead of enemies, when the player has to duck, shoot, duck, shoot repeatedly.. Its annoying.
Overall:
Boring, but with a few good points.. The worst map in the map pack.
(3 stars)
Overall:
4 + 3 + 3 = 10
10 devided by 3 = 3.333...
round up to 3
Honestly, i would give it a three if it asnt for the good moments in map #1. It feels very rushed towards the end. Improve it
im sorry, but no.. No place had 'insane' detail.
I honestly dont think its worht more than 2/3 stars.. I told you on MSN to use displacements and you didnt.. Silly decision i think.
Shift + A, select the top of your wall at rotate it properly.
TWHL is a place for professional mappers to show off their work, and for new/beginner mappers to learn.
Things that people look for in a good map on this site:
1) good brushwork
2) good lighting
3) Interesting theme
4) good layout
5) good gameplay
6) good texturing
This map, sadly has none of these things.
Put your skills to good use and make a de or cs map. Awp and aim maps are all the same. Make something new.
Definately a great way to get aim_gameplay into a nicely made map.
The only problem is, this will never be as popular as aim_ak_colt because the majority of CS players are retards.
I mean look at this!
You're using lab textures in a forest setting surrounded by a random wall.
PHAIL
If so - tag it properly
(i wont use any of your work... just the idea)