Commented 14 years ago2010-03-21 01:12:07 UTC
in vault item: BiodomeComment #18002
i agree with everything above, but all-in-all it is a superb first map! I totally agree there should be doors at the end of the "glass things", as well some move cover areas at ground level as well (maybe some small stock tanks or machinery of some sort?) Also, you might add a surrounding hallway around the hole think with some small enclaves or rooms, and some alternative connections/routes back to the dome, like service crawlways or vents on the sides, or even like sewer grates on the floor of the dome..
Commented 14 years ago2010-03-21 01:01:11 UTC
in vault item: de_lostComment #18001
seriously you wonder why you have no comments?! hotfile is fucking balls use filefront at least.
that said, a very nice-looking map! did you build it or are you posting it for someone?
++great layout +nice lighting +adequete texturing ++superbly optimized (you could add a lot more detail if you wanted to since the r_speeds are very low) +/-adequete detailing but your low r_speeds afford you the ability to add much more!plus, how about varying the detail a little bit and take out some of the friggin crates1 =) -no sound at all: no excuse for this -theme is generic and boring
Great map, add some more detail and sound if you get around to it. Better yet, do that but make it a HLDM map and we'll throw it on the server..
Really Nice Map. a couple small changes makes this 5 stars in my book, but for now it's 4.
Commented 14 years ago2010-03-21 00:25:18 UTC
in vault item: TargetPracticeComment #17998
First let me say not only is this the best "shooting range" map i've ever seen, it's by far the most useful! HOw the hell did you do this??
Accuracy: by far my favourite. I didn't beat the challenged but i got 4/5 a couple times... simply amazing.. =P
Speed: My second favourite challenge, tho not by much. I'll give everyone a hint you might want to up the scroll speed on your mouse for this one.. Excellent and the "calculating" thing was a nice touch!( does it give you a new pattern each time?
Precision: Pretty dam cool, and the only challenge i was able to beat.. =)
Reaction: Impossible for me, i don't think i hit a single target, but super cool nonetheless. maybe giving the shooter a bigger field of view (setting them back a little bit farther) might help? maybe making the targets bigger too would make it more reasonable? =)
Cannot stress enough how impressed i am with this thing, not only the skill/creativity that went into building it, but it has a very high replayablility quotient. the only minus for this is the very ugly flatshaded texturing and dull lighting.
Care to share the rmf or some insight on how you did all these and/or what inspired you to build them, i'm all ears! feel free to respond in here or send me a pm, PLEEZ..
Commented 14 years ago2010-03-21 00:07:27 UTC
in vault item: Kaufmann HouseComment #17997
pretty sweet map, tho it the scale feels very cramped to me. (very claustraphobic feeling walking through the map the whole time...
Quite an intricate layout as well. i ran through both houses a dozen times (are there 2? like a garage/guesthouse/servant's quarters, and the main house?) and i still have no idea of how the layout works.
Great work mr. kasperg huge map, and no visible errors that i could see! 5 stars
"here is an updated version of my map that demonstrates muzz's door works from both directions."
meaning, you can enter and exit, and the door will open the same way(partially probably because the door is triggered, and you aren't "pushing" or "using" it open).
Most importantly tho, the basement doors MUST BE oriented East, like Atom's example, or they will NOT work correctly..
Thank you for an open-source map. very rare, and very nice for us noobies to see how things should be properly done. I'll try to play and rate soon! = )
Commented 14 years ago2010-03-19 19:45:45 UTC
in vault item: Dungeon Death SPComment #17973
very neat map, but i must say i don't have tons of patience for puzzles and mazes, though everything looks very well-done. (i quit at the tripmines.. were you supposed to drag the crate all the way over from the other side?)
maybe checkout the above walkthrough and try again later? maybe you should include a text walkthrough for us lazies, or better yet, have a button at the beginning that toggles "hints". (i've seen other puzzle maps that have a sprite or arrow pointing to where you should go if you opt for the hint, but i can't remember who the mapper was...)
anyway, very nicely-built map!
p.s. nice suit of armor/hev LOL!!
edit: +great walktrhough video albeit very long(didn't even watch the whole thing, downloaded it. +nice use of sound(saw from walktrhough) -no custom splash a bit of a minus for such a big/nice project -a little more texture variation would have been nice -a little more detail/trim work would have also been nice +puzzle ideas very well-done (from what i saw)
okk! as long as you tilt the orgin and make the necessary adjustment to the flags (x, y, and "reverse direction"), it should work.. i'll try to work up an example in a bit..
edit: also, this should be in problem maps probably?
Commented 14 years ago2010-03-16 18:21:02 UTC
in vault item: cs_lilhouse_v2Comment #17987
Just want to start by saying i LOVE maps of residential homes! My first impression is that this looks VERY well-constructed.
--Very dark map (which isn't a problem by itself) but it does not match the lighting of the surrounding terrain. -scale and proportions are a bit off inside -detail is a bit sparse, could use much more ++layout of house pretty nice minus the scale of some rooms +surrounding hills look pretty good -none of the trees have clipping.
all and all pretty mediocre, but still, nice work mate!
Commented 14 years ago2010-03-16 18:07:33 UTC
in vault item: (Rooms: Source!) The damComment #17986
Now i am not a source mapper, so take my comments with a grain of salt:
Upper area:
+nicely constructed -skybox does not blend well with the bottom of the dam -water is square, and also does not really blend +rest looks pretty good imo !maybe add a 3d skybox so the area surrounding the dam doesn't look so drab -on side of the dam should have water coming up almost to the top and you should be able to see the surrounding bank of a river/lake/whatever -same for the low side of the dam, you should see a lake or river continuing
Lower area
+very nicely constructed! -shadows for lights and turbined are a little harsh, but i know what a pain in the ass lighting for source can be from the little bit of experience i've had mapping for it.
All-in-all it looks pretty good J-dawg! Nice rooms:s entry! = )
Commented 14 years ago2010-03-16 17:45:14 UTC
in vault item: cs_trepidationComment #17985
Sorry i took so long to play this!
++Daubster tag! = ) +/-3d skybox looks great but it looks almost flat-shaded to me ++great use of decals on the road +curbages look pretty good ++tunnel area out of wharehouse looks great +great use of decals and small detailing down there too +great original layout +good-sized map, not too big or small
Commented 14 years ago2010-03-12 13:09:07 UTC
in journal: #6441Comment #61881
Well you're not a "background element" here my friend.. =)
I agree with above people who don't have time for you are not worth the effort, and who cares if you're a computer geek? Be yourself and you will find others who like you for who and what your are.
Commented 14 years ago2010-03-10 21:44:19 UTC
in journal: #6439Comment #41327
wow i'd have thought you'd used one of the fancy face maker softwares (can't think of any names right now) where you can almost instantly create a face mesh from a couple pictures...
Commented 14 years ago2010-03-10 21:25:27 UTC
in vault item: Hotdog's CubicleComment #17969
Superb entry for cubicles! (screenie simply does no justice at all...)
just zomg, one of the coolest things i've ever seen for HL. do you think you could do a quasi-3d skybox for HL doing something like this? We should have a whole "train set" miniature competition... would be great fun. = )
I noticed NONE of the visual errors that jeffmod mentioned. I kinda agree with zeeba about the trees, except maybe scaling some tree models down instead of scaling up the map might work. All in all it still looks passable imo considering what it is, but maybe even just using a less "bushlike" trasparent tree might help as well.
Don't foget too the scale tool is your friend for something like this (did you use it at all, or is everything 1-unit based? Like take the brige for example: it looks great, but the black steel supports wires look "chunky". building the bridge in say 2x or 2.5 scale with the proper proportions (to get the proper cable thinness) and scaling the whole thing down with the hammer scale tool would look much better. you shouldn't get any errors, visual or otherwise by doing this as long as you:
a. don't scale it too small b. don't try to edit vm it further once it's been scaled (you actually can, just be careful).
Anyway, really, really coool. this map deserves nothing less than 5 in my book, first and foremost for originality/creativity, but also Highly-skilled implementation a very close second.
Commented 14 years ago2010-03-10 18:54:47 UTC
in vault item: JeffMOD's CubicleComment #17968
agrees with wcd, err, soup miner that i very muchly enjoyed the small details and props, especially the 8-bit nintendo and the paper-thin-looking mousepads (how did you do that? decal or cut into the desks?)
that said the rest of the room is a 512-cubed box and very blandly lit. Like in all your goldsource maps, you highly overuse the original prefabs like the pop/candy machines and furniture. I don't know if you're doing this in some kind of sentimentality to the original game, but i'm here to tell you it's generally not appreciated to use those things! =)
anyway, decent entry young lad! also, the textures behind the glass at the front door show up as aaa texture to me. If i were u for something this small, i'd just wadinclude the textures... = )
Yay I'm ALSO in it!!! <also does little dance> = )
Seems Rimrook is very popular employee of the month, and Soup Miner is not very popular with somebody!
Not bad for your first map. here are a couple nitpicks for my part:
-map is just about fullbright. tone down the lights a little so you can notice the contrast on the textures. -provide the proper directory structure if u have custom content: valve/wad.wad (or just wadinclude your textures) valve/sound/sound.wav valve/maps/yourmap.bsp -scale is a bit off, but not horribly -i like it when the "locked sound" is used for doors that don't open, so there is no question whether the door is accessible or not.
not map spam at all! i love test maps like this exploring the limits and capabilities (as well bugs) in hammer entities.
i just checked out the map, and now i can tell what you mean! that is really strange, and something i never noticed before, tho i must say i never found the need to dicker with the pitch/yaw/roll for my func_rotating, tho i have for some fancy sliding func_doors..
That said, i'm not sure i understand completely what you are trying to accomplish. like, could you eliminate the bug by changing the orientation of the origin brush, and only dickering with the with the z axis if necessary?
if you could give me a real-world description of what your trying to do, I'M SURE we can figure out how to do this in hammer, if you're still interested.. = )
This comment was made on an article that has been deleted.
Commented 14 years ago2010-03-09 04:43:30 UTC
in journal: #6433Comment #55689
Aw Pb, i thought all the grammar-nazi dinosaurs had died out! It is honestly/truly a very worthy cause tho, so keep fighting the good fight to preserve the english.
)
This comment was made on an article that has been deleted.
Commented 14 years ago2010-02-28 00:30:34 UTC
in journal: #6417Comment #39079
Welcome back! =)
checking out your room now.. edit: movement keys don't work for me (i can just move my head with the mouse) room is as you said, but pretty neat you can view it through a webpage...
i'll have to check out this "unity engine" a little more..
Commented 14 years ago2010-02-22 13:45:36 UTC
in vault item: CP CastleComment #12208
pretty cool stuff. I love the capture system and scoreboard, though i couldn't make it work (you need 2 people to capture i'm guessing?)
Func_tank cannons a big plus and the lit fuse/sound a very nice touch.
The only visual distraction i noticed were seams showing in your architecture of your turret and some noticable misaligned edges in some of your cannon. HLFix should fix the cannon errors, and maybe the turret too.
Anyway, neat stuff as always from the infamous hotdog (and rimrook). can't wait to try it on the server! = )
Commented 14 years ago2010-02-15 13:20:21 UTC
in journal: #6395Comment #56812
yeah lucid dreaming is so awesome, i am going to try practicing the "reality checkup" thing you mentioned! = )
I'm the same way too about getting sidetracked. are start off doing/searching something simple, and end up checking out 50 other things, and never completing the first task!
Commented 14 years ago2010-02-15 13:13:06 UTC
in journal: #6398Comment #39066
I am SO sorry. =( I just lost my father 3 weeks ago, so i know somewhat maybe what you're going through. I wish you serenity in this horrible time you are going through.
I'll offer you the heavily over-used "if there's anything i can do..." cliche, but i truly mean it.
twhl loves unbreakable and hope he comes back soon.
Commented 14 years ago2010-02-13 09:02:56 UTC
in vault item: cs_club_axiaComment #12001
Pretty good map!
++great use of scrolling/animated texures! ++overall design/brushwork oustanding! ++nicely lit ++wpoly VERY low: sub 600 most of the map.
-most of the map is lacking small detailing, trim work, and props -texturing pretty bland repetative in most areas -texture scales a little big for my taste, even if it saves performance.. -poor choice for skybox -music is repetative -some more local ambient sounds would have been nice
I was really impressed with the brushing of this map, though it seems sort of a clone of that zombie panic/they hunger (can't remember which) The curved staircases looked really well, as well the bar sign(most authentic looking way to simulate neon tha i've ever seen) and the disco lights setup.
Despite the big negatives of the map, i feel this is still a very good map. 3.5 rounds up to 4, but this map could easily be a 5 in my book with some very easy/small changes..
Nicely constructed and detailed, and very nice use of
the original textures.
I'd rate 5 if you had them not disabled..
= )
anyway, nice work!
= )
that said, a very nice-looking map! did you build it or are you posting it for someone?
++great layout
+nice lighting
+adequete texturing
++superbly optimized (you could add a lot more detail if you wanted to since the r_speeds are very low)
+/-adequete detailing but your low r_speeds afford you the ability to add much more!plus, how about varying the detail a little bit and take out some of the friggin crates1 =)
-no sound at all: no excuse for this
-theme is generic and boring
Great map, add some more detail and sound if you get around to it. Better yet, do that but make it a HLDM map and we'll throw it on the server..
Really Nice Map. a couple small changes makes this 5 stars in my book, but for now it's 4.
Accuracy:
by far my favourite. I didn't beat the challenged but i got 4/5 a couple times... simply amazing.. =P
Speed:
My second favourite challenge, tho not by much. I'll give everyone a hint you might want to up the scroll speed on your mouse for this one.. Excellent and the "calculating" thing was a nice touch!( does it give you a new pattern each time?
Precision:
Pretty dam cool, and the only challenge i was able to beat.. =)
Reaction:
Impossible for me, i don't think i hit a single target, but super cool nonetheless. maybe giving the shooter a bigger field of view (setting them back a little bit farther) might help? maybe making the targets bigger too would make it more reasonable? =)
Cannot stress enough how impressed i am with this thing, not only the skill/creativity that went into building it, but it has a very high replayablility quotient. the only minus for this is the very ugly flatshaded texturing and dull lighting.
Care to share the rmf or some insight on how you did all these and/or what inspired you to build them, i'm all ears! feel free to respond in here or send me a pm, PLEEZ..
Great work.
5 stars
Quite an intricate layout as well. i ran through both houses a dozen times (are there 2? like a garage/guesthouse/servant's quarters, and the main house?) and i still have no idea of how the layout works.
Great work mr. kasperg huge map, and no visible errors that i could see!
5 stars
"here is an updated version of my map that demonstrates muzz's door works from both directions."
meaning, you can enter and exit, and the door will open the same way(partially probably because the door is triggered, and you aren't "pushing" or "using" it open).
Most importantly tho, the basement doors MUST BE oriented East, like Atom's example, or they will NOT work correctly..
= )
= )
maybe checkout the above walkthrough and try again later? maybe you should include a text walkthrough for us lazies, or better yet, have a button at the beginning that toggles "hints". (i've seen other puzzle maps that have a sprite or arrow pointing to where you should go if you opt for the hint, but i can't remember who the mapper was...)
anyway, very nicely-built map!
p.s. nice suit of armor/hev LOL!!
edit:
+great walktrhough video albeit very long(didn't even watch the whole thing, downloaded it.
+nice use of sound(saw from walktrhough)
-no custom splash a bit of a minus for such a big/nice project
-a little more texture variation would have been nice
-a little more detail/trim work would have also been nice
+puzzle ideas very well-done (from what i saw)
edit: nvmind i signed up.. = )
)
Here's my attempt to unsuccessfully reproduce muzz's door. Also as far as i can tell, it seems it only works pointed in an easterly direction?
edit: here is an updated version of my map that demonstrates muzz's door works from both directions.
edit: also, this should be in problem maps probably?
)
--Very dark map (which isn't a problem by itself) but it does not match the lighting of the surrounding terrain.
-scale and proportions are a bit off inside
-detail is a bit sparse, could use much more
++layout of house pretty nice minus the scale of some rooms
+surrounding hills look pretty good
-none of the trees have clipping.
all and all pretty mediocre, but still, nice work mate!
Upper area: +nicely constructed
-skybox does not blend well with the bottom of the dam
-water is square, and also does not really blend
+rest looks pretty good imo
!maybe add a 3d skybox so the area surrounding the dam doesn't look so drab
-on side of the dam should have water coming up almost to the top and you should be able to see the surrounding bank of a river/lake/whatever
-same for the low side of the dam, you should see a lake or river continuing
Lower area +very nicely constructed!
-shadows for lights and turbined are a little harsh, but i know what a pain in the ass lighting for source can be from the little bit of experience i've had mapping for it.
All-in-all it looks pretty good J-dawg! Nice rooms:s entry!
= )
++Daubster tag! = )
+/-3d skybox looks great but it looks almost flat-shaded to me
++great use of decals on the road
+curbages look pretty good
++tunnel area out of wharehouse looks great
+great use of decals and small detailing down there too
+great original layout
+good-sized map, not too big or small
Looks really good man!
CHEERS!
5 stars
)
I agree with above people who don't have time for you are not worth the effort, and who cares if you're a computer geek? Be yourself and you will find others who like you for who and what your are.
Looks pretty dam sweet/accurate tho..
)
(screenie simply does no justice at all...)
just zomg, one of the coolest things i've ever seen for HL. do you think you could do a quasi-3d skybox for HL doing something like this? We should have a whole "train set" miniature competition... would be great fun. = )
I noticed NONE of the visual errors that jeffmod mentioned. I kinda agree with zeeba about the trees, except maybe scaling some tree models down instead of scaling up the map might work. All in all it still looks passable imo considering what it is, but maybe even just using a less "bushlike" trasparent tree might help as well.
Don't foget too the scale tool is your friend for something like this (did you use it at all, or is everything 1-unit based? Like take the brige for example: it looks great, but the black steel supports wires look "chunky". building the bridge in say 2x or 2.5 scale with the proper proportions (to get the proper cable thinness) and scaling the whole thing down with the hammer scale tool would look much better. you shouldn't get any errors, visual or otherwise by doing this as long as you:
a. don't scale it too small
b. don't try to edit vm it further once it's been scaled (you actually can, just be careful).
Anyway, really, really coool. this map deserves nothing less than 5 in my book, first and foremost for originality/creativity, but also Highly-skilled implementation a very close second.
Awesome!
= )
(
that said the rest of the room is a 512-cubed box and very blandly lit. Like in all your goldsource maps, you highly overuse the original prefabs like the pop/candy machines and furniture. I don't know if you're doing this in some kind of sentimentality to the original game, but i'm here to tell you it's generally not appreciated to use those things! =)
anyway, decent entry young lad! also, the textures behind the glass at the front door show up as aaa texture to me. If i were u for something this small, i'd just wadinclude the textures...
= )
= )
Seems Rimrook is very popular employee of the month, and Soup Miner is not very popular with somebody!
Not bad for your first map. here are a couple nitpicks for my part:
-map is just about fullbright. tone down the lights a little so you can notice the contrast on the textures.
-provide the proper directory structure if u have custom content:
valve/wad.wad (or just wadinclude your textures)
valve/sound/sound.wav
valve/maps/yourmap.bsp
-scale is a bit off, but not horribly
-i like it when the "locked sound" is used for doors that don't open, so there is no question whether the door is accessible or not.
i just checked out the map, and now i can tell what you mean! that is really strange, and something i never noticed before, tho i must say i never found the need to dicker with the pitch/yaw/roll for my func_rotating, tho i have for some fancy sliding func_doors..
That said, i'm not sure i understand completely what you are trying to accomplish. like, could you eliminate the bug by changing the orientation of the origin brush, and only dickering with the with the z axis if necessary?
if you could give me a real-world description of what your trying to do, I'M SURE we can figure out how to do this in hammer, if you're still interested..
= )
)
i hope my isp never caps bandwith or ill be screwed... = \
checking out your room now..
edit:
movement keys don't work for me (i can just move my head with the mouse)
room is as you said, but pretty neat you can view it through a webpage...
i'll have to check out this "unity engine" a little more..
)
)
work (you need 2 people to capture i'm guessing?)
Func_tank cannons a big plus and the lit fuse/sound a very nice touch.
The only visual distraction i noticed were seams showing in your architecture of your
turret and some noticable misaligned edges in some of your cannon. HLFix should fix
the cannon errors, and maybe the turret too.
Anyway, neat stuff as always from the infamous hotdog (and rimrook). can't wait to try it on the server!
= )
)
I'm the same way too about getting sidetracked. are start off doing/searching something simple, and end up checking out 50 other things, and never completing the first task!
)
I'll offer you the heavily over-used "if there's anything i can do..." cliche, but i truly mean it.
twhl loves unbreakable and hope he comes back soon.
++great use of scrolling/animated texures!
++overall design/brushwork oustanding!
++nicely lit
++wpoly VERY low: sub 600 most of the map.
-most of the map is lacking small detailing, trim work, and props
-texturing pretty bland repetative in most areas
-texture scales a little big for my taste, even if it saves performance..
-poor choice for skybox
-music is repetative
-some more local ambient sounds would have been nice
I was really impressed with the brushing of this map, though it seems sort of a clone of that zombie panic/they hunger (can't remember which) The curved staircases looked really well, as well the bar sign(most authentic looking way to simulate neon tha i've ever seen) and the disco lights setup.
Despite the big negatives of the map, i feel this is still a very good map. 3.5 rounds up to 4, but this map could easily be a 5 in my book with some very easy/small changes..
Nice map, Cheers!
= )
* * * *
(
rats maps i've seen.
++originality
++implementation
!nice architecture in many places, but very boxy in others
!same with texturing as above
!great detailing in many ares but very bland in others.
-plus 6000 wpolys in most areas, but should be ok for new computers
-face splitting in areas that could be easily avoided by func_walling some stuff
I'm going 4 stars on this one. i would easily rate it 5 if the quality work was more consistent across the map.
cheers!
4 stars