Commented 17 years ago2007-09-27 12:56:21 UTC
in vault item: UtopiumComment #15673
Well, this map has been in the works for a while, and it sure has that feel to it. It's a great piece of mapping.
The textures are beautiful, sharp, and perfectly aligned, maybe the wall of the main building could be a bit more detailled, but all in all it's allright. The curves are nice, and simply loved that holographic, moving ring thing. That fall-and-don't-die-instead-get-RL stuff was strange at first, but it makes the gameplay more fluid, so it's ok. (I can imagine everyone diveing for the RL :)) The ambience is also great, it makes the map more surreal. The elevators are also cool, but can give some unfair advantage, since they're not so fast, a few grenade throws can be lethal there. However, the map is very open, and if someone stands still, and starts to throw grenades in one spot, someone is gonna gun his ass, so that won't happen often
Overall: Great work. This is gonna be a nice map to nail each others asses with my friends.
Commented 17 years ago2007-08-27 15:50:56 UTC
in vault item: de_viceComment #15616
Well, I don't have CS:S (legally that is ;)) so...but if I can get an fgd or whatever CS:S uses, it would be a good idea. It would certainly look better with displacements.
Commented 17 years ago2007-08-16 05:07:36 UTC
in vault item: Lost Campus v2.0Comment #15565
Thank you for your review aswell K, I'll try to fix these problem zones.
And about SP mapping...well, like 5 years ago, when I started to map for HL, I wanted to make a small SP mod for Op4, but it was just waaay too much work for me (I wanted a huge-ass city, being split to approx. 5-6 maps, where the player can just explore, and then begin the main story, when he wants to) and I also didn't had a detailled plan. Maybe if I'll have enough inspiration and a cool story, I'll make a SP mod, but untill then, I'll stay at small projects.
Commented 17 years ago2007-08-16 03:24:46 UTC
in vault item: Lost Campus v2.0Comment #15561
Ok, thanks. I agree with most of your complains, but there are some elements in the map, which I think need some explanation:
Textures: I actually browsed the textures alot, to find the right texture for the walls, and this white wall came closest to the building, which I reconstructed. I know, I coud have used nicer textures, but I wanted to stay at least a bit true to the original building. And about the gravel texture...well the same story. The pillars in that building are covered with polystyrene, painted gray, and it looks kinda rough bumpy...but I can't really describe it, how it looks. I didn't find any stone texture, which came close to that colour / effect.
Here's a picture of the actual building, it's low-res, but at least you can see, what I was trying to recreate:
About the cracks: I know that there are cracks in those little pillars in the end of the ground level, guess because just resized from the bigger ones...gonna fix it. Aside from that, I only know of one crack, which is in one of the windows on the ceiling. I don't know how it has a crack, because in the editor it doesn't...well maybe I'll make a new one.
Ambience: Yeah, I was lazy. Gonna add some.
Cube maps: I actually have two env_cubemaps in the map, one for outside, and one for the tile floor inside. I actually tought, that the windows were ok, but if another cubemap can make it better, I'll try it.
Doors: Again, I searched the doors, but no-one came close to that ueber-design doors in the original building I think I'll stay at the brush-based doors, but agree, that it needs moar detail.
Displacements: Kinda fucked up when I made it, because once I finished with that huge-ass cliff, I noticed, that it was too small. Stretching and rounding them in the current state, that they are now, would make the textures more blurry. Well, whatever, gonna have to rebuild the whole cliff...
Commented 17 years ago2007-07-29 05:18:51 UTC
in vault item: dm_cliffComment #15440
Nice little map.
I agree with srry, that the "fall to death" distance is too short, but I have no problem with that tbh. The only complain I have about this map, is the inside of the building. Some areas are just too dark. Maybe it's just my dark-ass display, but I have to really turn up the gamma levels to see something - and if I do that, the outside looks washed out. I have no problem with this if I'm running a SP map, but I just hate it, when I get shot down, and don't even know, where the bullet came from.
Commented 17 years ago2007-06-17 16:14:25 UTC
in vault item: de_aztecruinsComment #15128
Do you actually read a sentence, before you anwser, or just take out a word, and pick on it?
The THEMES are stock, overused, the maps may have good architecture, but come up with an original theme next. It's a bit boring to see well-known themes, just with a different setup. I think it's ok to make 1 or maybe 2 maps with an old CS theme, what you really like, and can't stand to make you're own, but in you're case it's just starting to get boring.
Commented 17 years ago2007-06-17 13:23:57 UTC
in vault item: de_aztecruinsComment #15123
sigh Ghetto, stop bitching, these people here want to help you. The map is not bad, but a little stock, try an original theme next time. Dust, chateau and now aztec? Use you're imagination. And stop being an arse.
Commented 17 years ago2007-05-06 13:05:19 UTC
in vault item: AlpestrineComment #14806
Another nice and clean map. Good use of sprites, beautiful colors, and brutally precise textures. The only thing, that was a bit weird for me, was the skybox with two suns. Or was it on purpose?
Commented 18 years ago2006-10-08 16:23:21 UTC
in vault item: ApoctaComment #13125
Cool map, but I don't know, how it would play, didn't really had the time to test it for more, than 5 mins....but I think, Strider is right, that too many people would die already in the water...still, nice idea.
Impressions: The lighting is really moody - as Kasperg wrote, a bit like UT, but for me it was more like Blade Runner...wich is definently a +
Commented 18 years ago2006-05-31 18:22:45 UTC
in vault item: Divine Time-SlipComment #12090
Well, I made the half of the textures myself...the hillside is from rc2000.
About the water: I thought, that it could be a nice and easy way to move through the map-it fitted the theme well in my eyes, since it is surreal:)
I had problems with the tree, because first I made it with monster_generic, but when I played it, it didn't appear. So I made it with the CS-fgd, and made it a cycler_sprite...it worked on my comp.
Commented 18 years ago2006-05-31 18:22:13 UTC
in vault item: Divine Time-SlipComment #12089
Well, I made the half of the textures myself...the hillside is from rc2000.
About the water: I thought, that it could be a nice and easy way to move through the map-it fitted the theme well in my eyes, since it is surreal:)
I had problems with the tree, because first I made it with monster_generic, but when I played it, it didn't appear. So I made it with the CS-fgd, and made it a cycler_sprite...it worked on my comp.
Commented 18 years ago2006-05-29 10:02:03 UTC
in vault item: HL1 Engine Is Not OldComment #12043
Not bad, certainl an improvement since you're previous maps. The brushwork is quite nice, however, you should work more on the texturing. In some places, where two textures intersect, looks the map too unreal. Some textures-like that wall outside-are quite boring. I think you should work on these things, and you could make real good maps!
**bocsesz, hogy nem magyarul irtam, csak igy legalabb a tobbiek is el tudjak olvasni:P **
Commented 18 years ago2006-05-19 19:58:16 UTC
in vault item: Vital SignsComment #11943
Not bad, but now seriously. What kind of monitor do you have? I needed to pull up gamma to 1.5 to even see something! Till that point I only saw a few glowing colors, nothing else. The map itself is good, but please, add some lights next time!
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Commented 18 years ago2006-03-17 15:49:50 UTC
in vault item: sol_arenaComment #11286
Yep, they are sprites. The trick is: set the render mode to glow, and the render fx to constant glow-that way they won't fade out. I also rescaled it to 3 times bigger than normal.
Commented 18 years ago2006-01-15 01:00:28 UTC
in vault item: summer_houseComment #10471
Ok, cool, thanks for the input, I'll try and change-I don't say all, but-some of these things. As I'm writing this message, I uploaded the map without chateau.wad, and with fixed brushwork on the cliffs. I made those changes on tuesday, but haven't been on since monday...sorry. Anyways thanks again for you're help.
Commented 18 years ago2006-01-09 05:24:04 UTC
in vault item: summer_houseComment #10415
Allright, when I get back home, the first thing I'll do will be recomplying the map, I promise But please give some more info about the house...I know the outside of it looks crappy, but is the inside ok, or what was horrible? Idon't know, that I could do something with that gfx-stuff, I'll try, but I'm not sure
Commented 18 years ago2006-01-08 02:20:21 UTC
in vault item: PoltergeistComment #10403
Not bad...it could be better, if you really would add a bit more light, coz I don't really like maps, where you can't see shit without a nightvision. Textures are some places impressive, some places horrible:) You should have used more...btw the ambience is neat, it really is scary, loved those blood drops from the cieling, and of course the bathtub. That bed in the radioactive-waste, or I don't know what room with all those sounds is quite cool, but could use more detail to make it perfect.
Overall, this map looks interesting, but still needs a bit work.
The textures are beautiful, sharp, and perfectly aligned, maybe the wall of the main building could be a bit more detailled, but all in all it's allright. The curves are nice, and simply loved that holographic, moving ring thing. That fall-and-don't-die-instead-get-RL stuff was strange at first, but it makes the gameplay more fluid, so it's ok. (I can imagine everyone diveing for the RL :)) The ambience is also great, it makes the map more surreal. The elevators are also cool, but can give some unfair advantage, since they're not so fast, a few grenade throws can be lethal there. However, the map is very open, and if someone stands still, and starts to throw grenades in one spot, someone is gonna gun his ass, so that won't happen often
Overall: Great work. This is gonna be a nice map to nail each others asses with my friends.
And about SP mapping...well, like 5 years ago, when I started to map for HL, I wanted to make a small SP mod for Op4, but it was just waaay too much work for me (I wanted a huge-ass city, being split to approx. 5-6 maps, where the player can just explore, and then begin the main story, when he wants to) and I also didn't had a detailled plan. Maybe if I'll have enough inspiration and a cool story, I'll make a SP mod, but untill then, I'll stay at small projects.
Textures: I actually browsed the textures alot, to find the right texture for the walls, and this white wall came closest to the building, which I reconstructed. I know, I coud have used nicer textures, but I wanted to stay at least a bit true to the original building. And about the gravel texture...well the same story. The pillars in that building are covered with polystyrene, painted gray, and it looks kinda rough bumpy...but I can't really describe it, how it looks. I didn't find any stone texture, which came close to that colour / effect.
Here's a picture of the actual building, it's low-res, but at least you can see, what I was trying to recreate:
http://mastakilla.atw.hu/10_04.jpg
About the cracks: I know that there are cracks in those little pillars in the end of the ground level, guess because just resized from the bigger ones...gonna fix it. Aside from that, I only know of one crack, which is in one of the windows on the ceiling. I don't know how it has a crack, because in the editor it doesn't...well maybe I'll make a new one.
Ambience: Yeah, I was lazy. Gonna add some.
Cube maps: I actually have two env_cubemaps in the map, one for outside, and one for the tile floor inside. I actually tought, that the windows were ok, but if another cubemap can make it better, I'll try it.
Doors: Again, I searched the doors, but no-one came close to that ueber-design doors in the original building I think I'll stay at the brush-based doors, but agree, that it needs moar detail.
Displacements: Kinda fucked up when I made it, because once I finished with that huge-ass cliff, I noticed, that it was too small. Stretching and rounding them in the current state, that they are now, would make the textures more blurry. Well, whatever, gonna have to rebuild the whole cliff...
I agree with srry, that the "fall to death" distance is too short, but I have no problem with that tbh. The only complain I have about this map, is the inside of the building. Some areas are just too dark. Maybe it's just my dark-ass display, but I have to really turn up the gamma levels to see something - and if I do that, the outside looks washed out. I have no problem with this if I'm running a SP map, but I just hate it, when I get shot down, and don't even know, where the bullet came from.
The THEMES are stock, overused, the maps may have good architecture, but come up with an original theme next. It's a bit boring to see well-known themes, just with a different setup. I think it's ok to make 1 or maybe 2 maps with an old CS theme, what you really like, and can't stand to make you're own, but in you're case it's just starting to get boring.
Anyway, good work. Five stars.
Chuck Norris is so fast, he can run around the world and punch himself in the back of the head.
Chuck Norris's hand is the only hand that can beat a Royal Flush.
Impressions: The lighting is really moody - as Kasperg wrote, a bit like UT, but for me it was more like Blade Runner...wich is definently a +
Nice map, 4 stars from me.
Brief, but f***ing awesome!!!
About the water: I thought, that it could be a nice and easy way to move through the map-it fitted the theme well in my eyes, since it is surreal:)
I had problems with the tree, because first I made it with monster_generic, but when I played it, it didn't appear. So I made it with the CS-fgd, and made it a cycler_sprite...it worked on my comp.
About the water: I thought, that it could be a nice and easy way to move through the map-it fitted the theme well in my eyes, since it is surreal:)
I had problems with the tree, because first I made it with monster_generic, but when I played it, it didn't appear. So I made it with the CS-fgd, and made it a cycler_sprite...it worked on my comp.
**bocsesz, hogy nem magyarul irtam, csak igy legalabb a tobbiek is el tudjak olvasni:P **
Overall, this map looks interesting, but still needs a bit work.