Commented 18 years ago2006-04-09 08:10:00 UTC
in vault item: de_simcComment #11452
Wow. What a project.
The architecture and idea overall are pwn, no doubts there. Also, a lot of the textures are very good too. However, the repetetive lighting really really make the plain wall textures boring.
A few parts of the map seemed out of scale too... Namely the desks in the classroom and the pipe leading to the upper windows.
The good points however vastly out-weigh the bad points. I love the computer room thingy... Playing Blast Pit, mapping AND browsing TWHL using Opera <3 at the same time?! cool.
The spiral staircase was teh pwn also... And the size of the map will certainly make for some interesting gameplay.
Last thing i suppose i could comment on would be the 1337 use of ambient sounds. Very nice, and the panoramic sky is great. Is that your actual city?
Pwn, but could be a lot better with better lighting...
Commented 18 years ago2006-04-09 07:56:45 UTC
in vault item: aim_ak-deagleComment #11451
Right. Well, i must say, for a first map this is actually very good, architecturarly speaking... Naturally, it suffers from all the normal first-map errors, but i can see you really are enthusiastic about mapping and you put a lot of effort into this...
Here are several things you should look into for your next map.
1) Light sources... Your lights come from nowhere. Add an actual physical light brush instead of just an entity.
2) Texture alignment... I was impressed by your architecture (i couldn't do that in my first map) but it was ruined by very sloppy texture alignment. Shift + A brings up the Texture face tool, use it to align textures.
3) architecture... Like I already said, nice in some places, but honestly, the map was really boring... If you're going to use so few textures, make some interesting architecture. Things as simple as bumps in the walls will make a map a whole lot better.
4) Size... For an aim_map, this map is tiny... That will slaughter the gameplay and i doubt rounds would last longer than 30 seconds
5) More cover... Not crates though. Far too many maps are just filled with crates. they're boring and annoying. Try to find an original way of providing cover for the players.
Commented 18 years ago2006-03-19 06:48:40 UTC
in vault item: sk_SniperComment #11297
I wouldn't be so harsh if you hadn't commented on both your OWN maps.
Its shit. Its a box, its 4 textures. Its appaulingly bad and doesnt deserve to be in the map vault.
Dont submit maps until you can at least create a series of rooms connected by corridoors. Nobody will download this, especially since you commented on your own map
Commented 18 years ago2006-02-27 18:28:37 UTC
in vault item: Day 14Comment #11022
Wow. I must say i am VERY impressed.
I cant be bothered writing a full-blown review so i'll just state some key pluses and minuses.
+ The overall atmosphere was great. The mapping and dust particles, set along with great lighting made sure of that.
+ It managed to keep me entertained for almost a whole hour. That's a good thing.
+ The puzzle in the second map is frustrating but fun. I had pretty much figured out the whole of the second part of the puzzle before i finally figured out how to get at the gravity gun. (out of interest, is there an order in which you have to put the tiles in the baskets? i tried U IV VII II B and then just put a random one in the last one for 'empty' and it worked)
+ You got voice actors
+ The strider movement was excellent. "Oh thank god, im safe here" Then it sticks its fucking great big gun in through the roof
+ Are so many enemies good for Gordon's health? Our survey says - No
- the voices were FAR too quiet. I could barely hear a word the woman was saying.
- FUCKING. HEADCRABS
- Lack of ambience.
+/- The mapping wasn't very good in some places, but great in others.
+/- The texturing was the same as the mapping
Overall :
Definately worthy of 5 stars. G-man's manic laugh made sure of that I shall alert PCGamer immediately
Commented 18 years ago2006-02-12 09:56:49 UTC
in vault item: dm_poisongardenComment #10850
instead of making people download poison garden lite i they want better gameplay, can you not reduce the poison hurt in this one so that people can have good gameplay AND sexeh looks?
Commented 18 years ago2006-01-31 11:08:30 UTC
in vault item: dm_poisongardenComment #10752
OH MY GOSH! OH MY GOSH! OHMYGOSH OHMYGOSHOMGOSHOHMYGOSH!!!!!!!
WOW!
The moment i spawned i knew i was going to enjoy the map, simply by looking at the uber-cool textures, and the great, interesting archiecture! The textures were AWSOME, and they suited the theme sooo well! The sprites were great, i mean REALLY great.. The gameplay looked in some places like it would be awsome, but in others, like it wouldn't be so good.. the long tunnel which goes round the map doesn't provide any cover and you could get raped with shotgun from behind.. also, dont try to use the RPG in confined areas
The layout is great, nothing too difficult to figure out, but it still managed to feel like one of your maps rimrook.. doesn;t seem to have and end and that idicates that it will flow beautifully...
Now onto the little details... The room above the RPG is... for lack of better wording - SEX.. like really.. really.. really... sex... As is the part of the tunnel that sticks out from the main structure, giving thep layer a strange nausiating feeling, and i was rather paranoid at that point, having only just spawned from falling after trying to get the RPG
The egon room is unbelivable.. absolutely indescribable (so i took a screenshot ) it is just.. well.. rimrook-style goodness...
The healing rings are awsome.. i wanna know how you made them . was it decals?
SPOILERS BEYOND
The RPG floor is.. cool, yet frustrating.. i thought i had finally got over, (having just grabbed the RPG) little did i know that the floor surrounding the raised RPG platform was also breakable.. wheeeee. splunch! (splunch is a great word)
The poison was an interesting take on a DM match... it should make gameplay interesting, with players running to healing rings after getting poisoned, hoping against hope that they wont die after heroicly going for the stronger weapons.
There were a few things i didn't like however.
First, was the ambient light.. in the first room i spawned in, there is a hole in the roof, showing off the sky.. however, there is ambient lights shining down which is far too bright...
Second, was the yellow trim along a panel type thing which travvelled along above the tunnel in one section.. it was just plain yellow...
Well, i think thats it. Once again, awsome map rimrook..
(and another of your maps that i'm gonnah ave to pay child support to )
5 stars!
ok, lets stop putting poor sarwan at the butt of a sick joke.
De spaceship was my first map, freshed. i had an excuse
WHY THE HELL DID YOU USE POINTLIGHTS?
that is all
And although anybody here probably COULD make this in less than half-an-hour, it isnt actually that bad a map..
That doesnt make sense
The architecture and idea overall are pwn, no doubts there. Also, a lot of the textures are very good too. However, the repetetive lighting really really make the plain wall textures boring.
A few parts of the map seemed out of scale too... Namely the desks in the classroom and the pipe leading to the upper windows.
The good points however vastly out-weigh the bad points. I love the computer room thingy... Playing Blast Pit, mapping AND browsing TWHL using Opera <3 at the same time?! cool.
The spiral staircase was teh pwn also... And the size of the map will certainly make for some interesting gameplay.
Last thing i suppose i could comment on would be the 1337 use of ambient sounds. Very nice, and the panoramic sky is great. Is that your actual city?
Pwn, but could be a lot better with better lighting...
Here are several things you should look into for your next map.
1) Light sources... Your lights come from nowhere. Add an actual physical light brush instead of just an entity.
2) Texture alignment... I was impressed by your architecture (i couldn't do that in my first map) but it was ruined by very sloppy texture alignment. Shift + A brings up the Texture face tool, use it to align textures.
3) architecture... Like I already said, nice in some places, but honestly, the map was really boring... If you're going to use so few textures, make some interesting architecture. Things as simple as bumps in the walls will make a map a whole lot better.
4) Size... For an aim_map, this map is tiny... That will slaughter the gameplay and i doubt rounds would last longer than 30 seconds
5) More cover... Not crates though. Far too many maps are just filled with crates. they're boring and annoying. Try to find an original way of providing cover for the players.
Yeah, so overall, it shows promise. Keep at it
This deserves my download. I'll comment after playing
Its shit. Its a box, its 4 textures. Its appaulingly bad and doesnt deserve to be in the map vault.
Dont submit maps until you can at least create a series of rooms connected by corridoors. Nobody will download this, especially since you commented on your own map
reasons
1) 3 textures
2) its. a. box
3) commented on own map
4) no map description
5) wtf is sk_?
(nato)
I cant be bothered writing a full-blown review so i'll just state some key pluses and minuses.
+ The overall atmosphere was great. The mapping and dust particles, set along with great lighting made sure of that.
+ It managed to keep me entertained for almost a whole hour. That's a good thing.
+ The puzzle in the second map is frustrating but fun. I had pretty much figured out the whole of the second part of the puzzle before i finally figured out how to get at the gravity gun.
(out of interest, is there an order in which you have to put the tiles in the baskets? i tried U IV VII II B and then just put a random one in the last one for 'empty' and it worked)
+ You got voice actors
+ The strider movement was excellent. "Oh thank god, im safe here" Then it sticks its fucking great big gun in through the roof
+ Are so many enemies good for Gordon's health? Our survey says - No
- the voices were FAR too quiet. I could barely hear a word the woman was saying.
- FUCKING. HEADCRABS
- Lack of ambience.
+/- The mapping wasn't very good in some places, but great in others.
+/- The texturing was the same as the mapping
Overall :
Definately worthy of 5 stars. G-man's manic laugh made sure of that
I shall alert PCGamer immediately
/downloads!
Day 13 was featured in PCGamer (UK)
so the sequel MUST be good!
"Control"
from
James Bond : Goldeneye (N64)
(yes i can predict the future)
its stated when you submit a map
Has nobody yet figured out what this map is based on?
Not the textures, but the layout is very similarly based to a certain game level..
-default sky
-lights coming from nowhere
-can be made in literally 2 minutes
-AWP_maps are terrible, this is hurtfully awful.
the only nag i have about it, is that you spelt the [Censored] SH instead of CH
Downloads: 0
and yet somebody has played it?
YOU PHAIL!
thats the screenshot of the Egon room btw.. its poison in that pool, an evil nemises for those wishing to grab the egon.
OH MY GOSH!
OHMYGOSH
OHMYGOSHOMGOSHOHMYGOSH!!!!!!!
WOW!
The moment i spawned i knew i was going to enjoy the map, simply by looking at the uber-cool textures, and the great, interesting archiecture!
The textures were AWSOME, and they suited the theme sooo well!
The sprites were great, i mean REALLY great..
The gameplay looked in some places like it would be awsome, but in others, like it wouldn't be so good.. the long tunnel which goes round the map doesn't provide any cover and you could get raped with shotgun from behind.. also, dont try to use the RPG in confined areas
The layout is great, nothing too difficult to figure out, but it still managed to feel like one of your maps rimrook.. doesn;t seem to have and end and that idicates that it will flow beautifully...
Now onto the little details... The room above the RPG is... for lack of better wording - SEX.. like really.. really.. really... sex...
As is the part of the tunnel that sticks out from the main structure, giving thep layer a strange nausiating feeling, and i was rather paranoid at that point, having only just spawned from falling after trying to get the RPG
The egon room is unbelivable.. absolutely indescribable (so i took a screenshot ) it is just.. well.. rimrook-style goodness...
The healing rings are awsome.. i wanna know how you made them . was it decals?
SPOILERS BEYOND
The RPG floor is.. cool, yet frustrating.. i thought i had finally got over, (having just grabbed the RPG) little did i know that the floor surrounding the raised RPG platform was also breakable.. wheeeee. splunch! (splunch is a great word)
The poison was an interesting take on a DM match... it should make gameplay interesting, with players running to healing rings after getting poisoned, hoping against hope that they wont die after heroicly going for the stronger weapons.
There were a few things i didn't like however.
First, was the ambient light.. in the first room i spawned in, there is a hole in the roof, showing off the sky.. however, there is ambient lights shining down which is far too bright...
Second, was the yellow trim along a panel type thing which travvelled along above the tunnel in one section.. it was just plain yellow...
Well, i think thats it. Once again, awsome map rimrook..
(and another of your maps that i'm gonnah ave to pay child support to )
<hits download button several times more than neccisary>
<hugs entire member population of TWHL in one, suffocating many innocent people>
Released the same map twice, with no changes & his maps are just blocks. no light. shit
er, about the lighting.. i dont know how to make my custom textures textlights..
2) what?! what the HELL is the point of that?