Commented 14 years ago2010-11-04 18:09:28 UTC
in vault item: Castle DisposedComment #18620
Superb stuff! =)
I wrote a big review for each map for this the other day but the submit button ate it, and wouldn't give it back.. =(
I like how you added gameplay to each map and for the most part i really liked the castle and the way you accessed/unlocked each map.
Skals' map stands out in my memory as being a superbly-fun and well-crafted puzzle map. I know there were other good disposed maps in the series, but i can't remember any atm.. =(
Great stuff and another great twhl compilation! Bravo! = ) *****
notice all the negative comments to your map for over 75% of the comments because of missing/fucked-up content?! Maybe you should fix everything and re-upload?
wadinclude all your bullshit wads into your bullshit maps or remove them, it's not hard...
i quit after you reach the third room and can't smash through the duct vent, though you were able to easily do so for the 2 previous rooms--makes absolutely no sense..
Commented 14 years ago2010-08-19 15:20:24 UTC
in journal: #6723Comment #40181
haha amazing!
I'm picturing a big, old cathedral whilst looking out a broken section of the wall into the soundstage from the movie Legend. Might make for some good sleepy-time music too..
)
Striker: ya, i tried using timewarp and echo in goldwave, and the result isn't nearly as nice as this... it's almost like they added another track underneath..
Commented 14 years ago2010-08-10 18:16:41 UTC
in journal: #6704Comment #36390
idk i bought a machine semi-similar to yours(no quad core, slower ddr3, and only a 250gb HDD), but my video card's benchmark score is nearly 1/3 better than that radeon... If it weren't for that i'd say go for it.
I'd say:
1. spend a little more money for a better gfx card 2. Also look for one with a kickin' integrated sound system. 3. enjoy the win.
Commented 14 years ago2010-08-05 23:01:48 UTC
in journal: #6696Comment #54296
holy shit that is some back luck. shit like that happens to me all the time (the ol' if it can go wrong it will, and at the worst possible time), but never as serious as what happened to you dad..
hope he's better soon and make him stay indoors more often
Commented 14 years ago2010-08-04 22:39:09 UTC
in vault item: Power Hour TimerComment #18328
yeah atom i just googled, and i had no idea there were so many varying definitions for "power hour"!
I've always known it to be the same as tetsu0, one shot of beer for every minute. The amount of beers you actually drink depends on the size of the shot glass and how hai you fill it up, but i've found it to usually be about 6 beers. =)
Commented 14 years ago2010-07-31 22:47:00 UTC
in vault item: Aquatos: Aqua LabsComment #18315
Some nice changes tho there is still a lot of glitches:
-double doors still open independently(name the doors and target that name with a trigger_multiple, so they open simultaneously), unless you rally don't want that.
-the water airlock sequence is higly messed up. the water shouldn't be able to raise if the doors are open, and you should never be able to open both doors at a time. This may take a bit of time and effort to get working correctly.
-i would replace the crates the crates where the dissection occurs with a metal table suitable for a lab--google image your props. Also in the main computer room i would remove the dissections and put them all in the other area, so you have to distincltly themed rooms: Lab has lab equipment, dissections; computer room has only computer-related stuff like cables, disks. don't get me wrong the lab can have computers too, but i thing a more readily identifiable theme for each area would be much better.
-cut the round door handles i gave you in half and place the end of the turning shaft 1 unit away from the doors to prevent the splitting happeining there. you shouldn't be able to notice the gap, and even if you do, it is less distracting than the disappearing faces imo.
-layout is a bit confusing to me, probably because the areas are very like-textured. maybe change them up a bit or add some landmarks?
-lastly, maybe "decorate" the bottom of the sea bet with some ocean-bed stuff. I think there is a seaweed-looking model in the half-life pak file, plus, you could add some other static sea creature props like coral or someghing perhaps?
Final note: i noticed some really cool things i hadn't noticed previously:
++Ambient sounds overall are very nice ++you method of making the computer buttons "jump out: at you is superb! ++
Commented 14 years ago2010-07-31 16:08:13 UTC
in vault item: Aquatos: Aqua LabsComment #18312
ha excellent stuff!
++Great, thoughtful construction +Nice layout +/-The "airlocks" are awesome idea but could be done better +/-Texturing nice but repetitive. I would replace all the ones with the arcane symbols(wat are they) for your own or some other sort of logo. +/-Props could be more varied and interesting. If you're not sure what i mean, pm me and i cna give you some ideas! +/-Double-doors are cool (sounds are nice too) but you should name them and trigger both with a trigger_multiple so they open/close more smoothly. -clipping is weird in places: like you should be able to jump on aquarium tanks but you can't for no apparent reason -weird visual glitch for me by the zombies head in the computer room
Nice but a bit buggy! You definitey should have beta tested and i think you would have got 5-star rating accross the board.
I'm going 5 despite the bugs for great construction and creativity. Plus, i no you are going to fix things up and re-release anyway. =)
-ambience inside the church and other places would have been nice -lighting in the church was a little to bright imo -no candles in the church, really?
Amazing work. I've never seen such a huge map so meticulously detailed. As far as gameplay, it's a little wide-open for my tastes, but really that and my other critiques are really meaningless compared to the scope, size and quality of this map.
Super stuff! if i could rate higher than 5, i would! * * * * *
Commented 14 years ago2010-07-30 17:10:14 UTC
in vault item: Project AI - NanofightComment #18300
Gah this is so hard! i can't wait to try it again! =)
++Wicked job on mimicing the nanosuited soldiers from Crysis! +thoughtfully consturcted +Great scary ambience +/-Fun gameplay if not insanely hard +/-a bit dark but it fits the scary/stalking theme -Props could be more varied in areas -some architecture is a bit basic
I had a lot of fun playing this! I kept trying to stack boxes to blockade one of the doors, and wehn one dude would walk in i would try to close the door behind him, in an attempt to isolate/destroy him more swiftly. (this did not work but i had fun trying!)
On possible thing that might be good to add would be to have their behavior change when they are getting closer to death, so you at least have some idea if you're doing any damage.
I would also recommend to anyone playing to utilize the save feature as you make progress.. =)
Question: are there any hidden passages/rooms to aid the player!
+5 for superb entity work, decent construction, and scary/fun factor! hope to see more from u moocow! =)
= )
imho don't waste your hard earned monies on an expensive ring.. but women find that stuff important, so.. anyway, Congrats man!
)
i will play again and re-rate/comment.
I wrote a big review for each map for this the other day but the submit button ate it, and wouldn't give it back.. =(
I like how you added gameplay to each map and for the most part i really liked the castle and the way you accessed/unlocked each map.
Skals' map stands out in my memory as being a superbly-fun and well-crafted puzzle map. I know there were other good disposed maps in the series, but i can't remember any atm.. =(
Great stuff and another great twhl compilation! Bravo!
= )
*****
HAPPY B-DAY MAN!
)
wadinclude all your bullshit wads into your bullshit maps or remove them, it's not hard...
i quit after you reach the third room and can't smash through the duct vent, though you were able to easily do so for the 2 previous rooms--makes absolutely no sense..
one star
full review later!
btw i loved the "transforming house" and the torch (did you create that or is it part of the game?)
)
)
)
This is way better
Or this
Or even this
I'm picturing a big, old cathedral whilst looking out a broken section of the wall into the soundstage from the movie Legend. Might make for some good sleepy-time music too..
)
Striker: ya, i tried using timewarp and echo in goldwave, and the result isn't nearly as nice as this... it's almost like they added another track underneath..)
I'd say:
1. spend a little more money for a better gfx card
2. Also look for one with a kickin' integrated sound system.
3. enjoy the win.
)
edit: download is doing a weird thing:
Check it out
I had to click "save as" to get it to download correctly.
happens to me all the time (the ol' if it can go
wrong it will, and at the worst possible time),
but never as serious as what happened to you dad..
hope he's better soon and make him stay indoors more often
)
= )
Tetsu0: dang congrats to u too that is a LONG time. =)
I've always known it to be the same as tetsu0, one shot of beer for every minute. The amount of beers you actually drink depends on the size of the shot glass and how hai you fill it up, but i've found it to usually be about 6 beers.
=)
-double doors still open independently(name the doors and target that name with a trigger_multiple, so they open simultaneously), unless you rally don't want that.
-the water airlock sequence is higly messed up. the water shouldn't be able to raise if the doors are open, and you should never be able to open both doors at a time. This may take a bit of time and effort to get working correctly.
-i would replace the crates the crates where the dissection occurs with a metal table suitable for a lab--google image your props. Also in the main computer room i would remove the dissections and put them all in the other area, so you have to distincltly themed rooms: Lab has lab equipment, dissections; computer room has only computer-related stuff like cables, disks. don't get me wrong the lab can have computers too, but i thing a more readily identifiable theme for each area would be much better.
-cut the round door handles i gave you in half and place the end of the turning shaft 1 unit away from the doors to prevent the splitting happeining there. you shouldn't be able to notice the gap, and even if you do, it is less distracting than the disappearing faces imo.
-layout is a bit confusing to me, probably because the areas are very like-textured. maybe change them up a bit or add some landmarks?
-lastly, maybe "decorate" the bottom of the sea bet with some ocean-bed stuff. I think there is a seaweed-looking model in the half-life pak file, plus, you could add some other static sea creature props like coral or someghing perhaps?
Final note: i noticed some really cool things i hadn't noticed previously:
++Ambient sounds overall are very nice
++you method of making the computer buttons "jump out: at you is superb!
++
Blocky construction, weird clipping and no detail to speak of looks like it is an old, unfinished/abandoned project.
I understand this is a remake of an old game, so perhaps that accounts for the aforementioned criticisms.
**
++Great, thoughtful construction
+Nice layout
+/-The "airlocks" are awesome idea but could be done better
+/-Texturing nice but repetitive. I would replace all the ones with the arcane symbols(wat are they) for your own or some other sort of logo.
+/-Props could be more varied and interesting. If you're not sure what i mean, pm me and i cna give you some ideas!
+/-Double-doors are cool (sounds are nice too) but you should name them and trigger both with a trigger_multiple so they open/close more smoothly.
-clipping is weird in places: like you should be able to jump on aquarium tanks but you can't for no apparent reason
-weird visual glitch for me by the zombies head in the computer room
Nice but a bit buggy! You definitey should have beta tested and i think you would have got 5-star rating accross the board.
I'm going 5 despite the bugs for great construction and creativity. Plus, i no you are going to fix things up and re-release anyway.
=)
++Utterly well-made
++Utterly huge
++Utterly realistic
+++Utterly detailed
++Great/huge 3d skybox
-ambience inside the church and other places would have been nice
-lighting in the church was a little to bright imo
-no candles in the church, really?
Amazing work. I've never seen such a huge map so meticulously detailed. As far as gameplay, it's a little wide-open for my tastes, but really that and my other critiques are really meaningless compared to the scope, size and quality of this map.
Super stuff! if i could rate higher than 5, i would!
* * * * *
++Wicked job on mimicing the nanosuited soldiers from Crysis!
+thoughtfully consturcted
+Great scary ambience
+/-Fun gameplay if not insanely hard
+/-a bit dark but it fits the scary/stalking theme
-Props could be more varied in areas
-some architecture is a bit basic
I had a lot of fun playing this! I kept trying to stack boxes to blockade one of the doors, and wehn one dude would walk in i would try to close the door behind him, in an attempt to isolate/destroy him more swiftly. (this did not work but i had fun trying!)
On possible thing that might be good to add would be to have their behavior change when they are getting closer to death, so you at least have some idea if you're doing any damage.
I would also recommend to anyone playing to utilize the save feature as you make progress.. =)
Question: are there any hidden passages/rooms to aid the player!
+5 for superb entity work, decent construction, and scary/fun factor! hope to see more from u moocow!
=)
P
'(
edit: they are selling sp campaigns seperately?! WTF5 stars
Soup: DO NOT see Despicable Me 'twas HORRID! (sorry saw1833!)
I found the podcast (linked above) very intriguing and inspiring.
=)
I mean, i don't know how to say it any simpler than that =| As to your other problem i don't use won so i can't direct you.
)