Commented 18 years ago2006-01-18 06:11:56 UTC
in vault item: fy_deathrows2fxComment #10531
this should get moved to the unfinished vault.. fullbright maps are NOT complete... if you wanted 'a lot' of light, add bright lights. Nothing should make people have to play on a map without shadow...
Commented 18 years ago2006-01-12 10:27:38 UTC
in vault item: TrirenaComment #10438
i think it needs another couple of rooms... maybe slightly more frequent weapon placement.. a lot of ammo, hardly any guns... Very nice architecturarly
Commented 18 years ago2006-01-06 07:50:01 UTC
in vault item: Strange Findings part 1Comment #10379
this map is very cool. I like it. The screen fades from black as I find myself in a fifties style laboratory. I admire the craftmanship of the pipes filled with wires leading from the computer consoles. The scientists around me are having an interesting conversation, and appart from the panick in their voices, all seems fine. It is then that i notice the elevator. Except its not there. I repeatedly ask the barney to push the button for me but all he does is follow me or stay behind. I descend the ladder to find myself in a hallway where all hell seems to have broken loose. A muffled gurgle sounds. My heart races. Then i see it - a zombie hovering over a gun. I dash forward, picking up the 9mm pistol before speedily evading the beast's scragly claws. I open fire immediatly, sending the beast to the floor. One of the locker doors is open, a nice touch and something i remember fondly from Black Mesa. The hazard suit still fits like a glove. As i walk along the next corridoor, i cant help but notice how even and nice the overall architecture and lighting are. But alas, t'was a small mercy. Turn the corner and get butt-raped by nothing more than a headcrab because i had been making smiley faces on the wall with gunshot decals. quick load nice the overall architecture and lighting are. But alas, t'was a small mercy. Turn the corner and just avoid a headcrab. BANG BANG and the headcrab flies, dead in mid-air. Suddenly i hear a growl. Oh. My. God. "ITCHY!" I cry with joy, "HOW I MISSED YOU!" and i jump into the pool to greet my old buddy from BM.
Only a few little points i'd like to raise.
1) you forgot to rotate a face of the big tank in the second room, so a few of the faces are nastily stretched (the tank with with the cool pipe leading to it, covered in coolant.. or water :P)
2) I dont like the texture used for the ladder. It seems to flat and cartoony.
3) the water down the elevator should be transparent there are a few little details under the water that i only cought brief glances at because the water was at 'that height' where the player is the exact same height when crouched, so the waves made visibility difficult.
A nice map and fun to play. good job.
(i presume it ended with the corridoor with no door at the end, after metting Itchy)
Commented 18 years ago2005-12-19 16:33:09 UTC
in vault item: aim_black_and_whiteComment #10142
Erm... I'm trying to think how to make a long-ish review of this one as the screenshot really says it all..
Architecture (+) There was nothing super special but the architecture was generally nice and well thought out.. suitable for an aim map.
Lighting (+/-) erm, yep....
gameplay (+) It's quite big but also quite fun... The players contrast very much to the white and black so no missing them.. However, my head started to hurt after only a few rounds..
Texturing (+) Very well done, even if it is only with 2 textures.. Thought out and good.
Overall (+/-) A very fun idea but really, choose less contrasty colours... my head is pounding.
Commented 18 years ago2005-12-19 11:27:12 UTC
in vault item: aim_dust_nightComment #10129
I quite liked it... For the most part anyways...
Texturing (+) Very dust-like. The trim on the walls and the cobble-stone road are all good. Nicely done there.
Architecture (+/-) The architecture was generally good around the walls and with the lights but as Daubster said.. crates.. too many of them... Crates are the lazy-mapper's signature. Think if something else to hide behind.
Layout (+/-) Meh. It's classic aim map.. almost a bit too classic.. like.. its perhaps decompiled? i dont know.. Anyways, weapon placement was pretty good... The layout helps gameplay.
Ambience (-) none. Wind or something would be good.
Lighting (+/-) i think the night time theme suits the dust map but it was rather dull... It needs something but i cant think what.
Obviously, effort was put into making this but honestly, itsbetter to get your own idea. Not bad. Not great.
Commented 18 years ago2005-12-18 13:05:23 UTC
in vault item: JusticeComment #10109
Meh... it is a very good map, no doubts there but i really don't think it works for CS:S
Lighting (+/-) The lighting is okay. Its very good in pretty much all the outdoor areas but its a little too dark or a little to light inside... No points awarded for lack of consistancy.
Architecture (++) Great architecture. puts the source engine's capabilities to good use. The indoor areas are again, a little blocky and badly lit but its easily beaten by the overall arcitecture.
Layout (-) Sorry, but no. It doesn't work for CS:S.. at all. One of the things missing in the HL2 version (i thought) was cover and you really havent done anything to improve that.
Gameplay (-) Same reason as above.. You need to make a map to a game's specifications. You can't use a map that was intended for HL2 as a multiplayer CS map. tis not natural.
Overall (-) Overall, i'm going to give you a minus because although i love this map, i have already given you a good score for the map in the HL2 version so i'm rating on CS:S gameplay here and frankly its not great. sorry.
Commented 18 years ago2005-12-18 12:56:30 UTC
in vault item: The Arena - Room 1Comment #10108
I instantly lit up to this map, since it reminded me of my own '5 ways to die' map and it really was what made me download it in the first place. I love trap maps.
Lighting (-/+) The lighting was fine. It wasn;t bad and it wasn't excellent.. I didn't notice it which is probably a good thing. It means it isn't too dark, it isn't too bright and its definately not bright pink iwth yellow spots. It suited the factory/mechanical theme that your map eminates.
Architecture (+) The architecture was a little bit blocky but for the most-part was good. it could have used some pipes or something scaling the wall just for a background thing to make the map feel like it has a purpose other than squishing you but yeah.. t'was fine.
Layout (+) The layout suited the style of map. Small path/corridoor into wide space with traps.. its the style for a trap map and you pulled it off well.
Gameplay (+) I want to give this 2 pluses but honestly, i think you could have done better with some of the traps... and most of them were very fun, don't get me wrong.. it WAS a fun map but also, some of them were really really frustrating. The very first one with the crates in the water. I think it should have been left until near the end as its one of the hardest and the barnacle on ice one should have a lower roof as its boring waiting to die ^_^ so, those points let it down a bit.
Overall (+) Overall, it's very fun, and i don't know if you were influenced by it or not, but i saw a few Indiana Jones references
Commented 18 years ago2005-11-24 17:07:56 UTC
in vault item: fk_glasspit_2Comment #9966
im sorry but seriously, this. is. bad.
Really, work harder. A LOT harder. dont just cover up your leaks, fix them! and your working with one of the most powerful engines in gaming history! USE IT TO YOUR ADVANTAGE!
Align your textures, get scale, choose textures more carefully, add arcitecture and please PLEASE PLEEASE! dont submit fullbright maps.
Commented 19 years ago2005-10-23 13:40:36 UTC
in vault item: Deus Ex MachinaComment #9519
Great texturing and dramatic lighting. Gameplay is alright (tried it with 2 players) but ther weapon placement is pretty bad. Also, add more cover to hide behind.
Commented 19 years ago2005-10-21 12:51:19 UTC
in vault item: cs_tube_assaultComment #9496
i found it a little bit blocky in places, but that might be bacuse ive been playing HL2DM for the past 6 hours 0_o but appart from that its very VERY well done.
Commented 19 years ago2005-10-06 11:42:06 UTC
in vault item: de_twilightComment #9337
from the srceenie?!? u tit! never EVER rate from a screenie.. >_<
Me agrees with Daubster. I played with my clan so i can post a better Gameplay rating tho.
+Gameplay - Many approaches to the bombsite can be good and bad. Good because it creates strategic thinking for the CTs, bad because ts are often over powered. this is countered by lots of places for Ts to hide and defend. Great map
Commented 19 years ago2005-10-02 17:00:20 UTC
in vault item: ChickenMix 2Comment #9313
i got past everything without cheats on hard mode so i was super happy and what did i get after what i had felt was a nice big acomplishment? a really sour ending that i believed was a bug. -1 star for that.
Also, there is a random clip brush in the appache fight scene and there is no ladder to climb up if you fall into the water (although you CAN get up if you expose one of HL's bugs by climbing up the sloped surface using the strafe keys alternately) - 1 star for that I preferred chickemix 1 but this was a a good game. let down by a series of easily changable bugs/crap endings.
Commented 19 years ago2005-09-26 16:35:39 UTC
in vault item: TWHL Dedication ProjectComment #9172
I had the privelgae of playing this since its early stages and the complete transformation that thism ap has gone through in five months is spectacular.
When Habboi finally completed IEMC's map, it seemed like he was back on track after a long period of doing nothing. Mappers block you might say. But after that he mapped like a steam engine!
Habboi's own room is like playing HL2 itself its so good.
I really feel that although gameplay isnt fantastic (how could it be on such a huge map) this map is something for everyone to download. i even learnt some things about TWHL members that i didnt previously know from reading habboi's description of them.
All in all a fantastic map, especially sincei t has my beautiful face in it.
Commented 19 years ago2005-09-13 06:37:55 UTC
in vault item: ArcaneComment #8981
yep, look at the top right of the screenie, you can see lighting in there.
anyway d/ls ill review in a min
Its very VERY good for a first map. seriously!
I tested it with my sister (booya! a sister who plays online games! yas!) and gameplay was very funny... but it also lacked a lot.. As far as i could see, the whole map was made out of no more than 3 textures but i believe only 1.
..it just seemed.. empty.. even with gibbed player model's guts flying around
so.. yeah.. good, could be a lot better. but an extremely good start.
The screen fades from black as I find myself in a fifties style laboratory. I admire the craftmanship of the pipes filled with wires leading from the computer consoles. The scientists around me are having an interesting conversation, and appart from the panick in their voices, all seems fine. It is then that i notice the elevator. Except its not there. I repeatedly ask the barney to push the button for me but all he does is follow me or stay behind.
I descend the ladder to find myself in a hallway where all hell seems to have broken loose. A muffled gurgle sounds. My heart races. Then i see it - a zombie hovering over a gun. I dash forward, picking up the 9mm pistol before speedily evading the beast's scragly claws. I open fire immediatly, sending the beast to the floor. One of the locker doors is open, a nice touch and something i remember fondly from Black Mesa. The hazard suit still fits like a glove. As i walk along the next corridoor, i cant help but notice how even and nice the overall architecture and lighting are. But alas, t'was a small mercy. Turn the corner and get butt-raped by nothing more than a headcrab because i had been making smiley faces on the wall with gunshot decals. quick load
nice the overall architecture and lighting are. But alas, t'was a small mercy. Turn the corner and just avoid a headcrab. BANG BANG and the headcrab flies, dead in mid-air.
Suddenly i hear a growl. Oh. My. God.
"ITCHY!" I cry with joy, "HOW I MISSED YOU!" and i jump into the pool to greet my old buddy from BM.
Only a few little points i'd like to raise.
1) you forgot to rotate a face of the big tank in the second room, so a few of the faces are nastily stretched (the tank with with the cool pipe leading to it, covered in coolant.. or water :P)
2) I dont like the texture used for the ladder. It seems to flat and cartoony.
3) the water down the elevator should be transparent there are a few little details under the water that i only cought brief glances at because the water was at 'that height' where the player is the exact same height when crouched, so the waves made visibility difficult.
A nice map and fun to play. good job.
(i presume it ended with the corridoor with no door at the end, after metting Itchy)
did you add lights? if so, did you run RAD?
Architecture (+) There was nothing super special but the architecture was generally nice and well thought out.. suitable for an aim map.
Lighting (+/-) erm, yep....
gameplay (+) It's quite big but also quite fun... The players contrast very much to the white and black so no missing them.. However, my head started to hurt after only a few rounds..
Texturing (+) Very well done, even if it is only with 2 textures.. Thought out and good.
Overall (+/-) A very fun idea but really, choose less contrasty colours... my head is pounding.
The screenshot kinda says it all...
Architecture (-) very very boxy... and i sense carve tool usage! prefab usage, i believe... boring, really...
Lighting (+/-) Meh. The lighting kinda suits the map but its nothing special.. not perfect...
Gameplay (-) Too small for a proper game... dull..
Textures (-) Really badly stretched in places... repetative. i think you're a little bit 'fit to face' button happy.
Overall (-) Very small... Filled with crates. Un-imaginative. Boring...
Texturing (+) Very dust-like. The trim on the walls and the cobble-stone road are all good. Nicely done there.
Architecture (+/-) The architecture was generally good around the walls and with the lights but as Daubster said.. crates.. too many of them... Crates are the lazy-mapper's signature. Think if something else to hide behind.
Layout (+/-) Meh. It's classic aim map.. almost a bit too classic.. like.. its perhaps decompiled? i dont know.. Anyways, weapon placement was pretty good... The layout helps gameplay.
Ambience (-) none. Wind or something would be good.
Lighting (+/-) i think the night time theme suits the dust map but it was rather dull... It needs something but i cant think what.
Obviously, effort was put into making this but honestly, itsbetter to get your own idea. Not bad. Not great.
Lighting (+/-) The lighting is okay. Its very good in pretty much all the outdoor areas but its a little too dark or a little to light inside... No points awarded for lack of consistancy.
Architecture (++) Great architecture. puts the source engine's capabilities to good use. The indoor areas are again, a little blocky and badly lit but its easily beaten by the overall arcitecture.
Layout (-) Sorry, but no. It doesn't work for CS:S.. at all. One of the things missing in the HL2 version (i thought) was cover and you really havent done anything to improve that.
Gameplay (-) Same reason as above.. You need to make a map to a game's specifications. You can't use a map that was intended for HL2 as a multiplayer CS map. tis not natural.
Overall (-) Overall, i'm going to give you a minus because although i love this map, i have already given you a good score for the map in the HL2 version so i'm rating on CS:S gameplay here and frankly its not great. sorry.
Lighting (-/+) The lighting was fine. It wasn;t bad and it wasn't excellent.. I didn't notice it which is probably a good thing. It means it isn't too dark, it isn't too bright and its definately not bright pink iwth yellow spots. It suited the factory/mechanical theme that your map eminates.
Architecture (+) The architecture was a little bit blocky but for the most-part was good. it could have used some pipes or something scaling the wall just for a background thing to make the map feel like it has a purpose other than squishing you but yeah.. t'was fine.
Layout (+) The layout suited the style of map. Small path/corridoor into wide space with traps.. its the style for a trap map and you pulled it off well.
Gameplay (+) I want to give this 2 pluses but honestly, i think you could have done better with some of the traps... and most of them were very fun, don't get me wrong.. it WAS a fun map but also, some of them were really really frustrating. The very first one with the crates in the water. I think it should have been left until near the end as its one of the hardest and the barnacle on ice one should have a lower roof as its boring waiting to die ^_^ so, those points let it down a bit.
Overall (+) Overall, it's very fun, and i don't know if you were influenced by it or not, but i saw a few Indiana Jones references
Good work. Make the sequel!
2* - Daub
Really, work harder. A LOT harder. dont just cover up your leaks, fix them! and your working with one of the most powerful engines in gaming history! USE IT TO YOUR ADVANTAGE!
Align your textures, get scale, choose textures more carefully, add arcitecture and please PLEASE PLEEASE! dont submit fullbright maps.
the lasers are just stupid though. make them hurt.
The spinny-thingies were great.. so difficult until you figure out a tactic.
Hammers were.. meh.. nothing new.. and the ice was annoying because it took so long to be eaten.
please fix tags though
if you map for HL2, they wont work on my PC because they'll be more detailed than actual HL2 which lags enough already.
did that make sense?
judging from screenie, poor architecture. too bright (fullbright?) and lacks xen feeling
Simple, check your compile log. it'll say stuff about not being able to find textures.
that's two of yer maps i've got pregnant now, rimrook.
Also, add more cover to hide behind.
A good one
it doesnt deserve 5 stars. nor does it deserve to be in the 'completed maps' section but god darnit i love that dong
is this just a box or what?
Me agrees with Daubster.
I played with my clan so i can post a better Gameplay rating tho.
+Gameplay - Many approaches to the bombsite can be good and bad. Good because it creates strategic thinking for the CTs, bad because ts are often over powered. this is countered by lots of places for Ts to hide and defend. Great map
Also, there is a random clip brush in the appache fight scene and there is no ladder to climb up if you fall into the water (although you CAN get up if you expose one of HL's bugs by climbing up the sloped surface using the strafe keys alternately) - 1 star for that
I preferred chickemix 1 but this was a a good game. let down by a series of easily changable bugs/crap endings.
there are some easter egg rooms... if you really care
try to find the hidden room
and perhaps you might want to check enitity names in the vmf
When Habboi finally completed IEMC's map, it seemed like he was back on track after a long period of doing nothing. Mappers block you might say.
But after that he mapped like a steam engine!
Habboi's own room is like playing HL2 itself its so good.
I really feel that although gameplay isnt fantastic (how could it be on such a huge map)
this map is something for everyone to download. i even learnt some things about TWHL members that i didnt previously know from reading habboi's description of them.
All in all a fantastic map, especially sincei t has my beautiful face in it.
14,000 stars (rounded down to five)
Gameplay is a tad boring though.. weapon placement isn't super.
A great map though and i could see it as a possibility for an SP map.
also, the car prefabs are not func_walls.
This must have taken AGES to compile
Its hard enough getting people to download CS maps, but about twice as hard getting them to download surf
Make sure rad is on 'normal' mode in the compile window.
And you must add lights entities
anyway d/ls ill review in a min
Its very VERY good for a first map. seriously!
I tested it with my sister (booya! a sister who plays online games! yas!) and gameplay was very funny... but it also lacked a lot..
As far as i could see, the whole map was made out of no more than 3 textures but i believe only 1.
..it just seemed.. empty.. even with gibbed player model's guts flying around
so.. yeah.. good, could be a lot better. but an extremely good start.
BRING OUT ARCANE II
but with only one texture there is only one question... why?