Comments

Commented 20 years ago2004-07-15 15:06:48 UTC in vault item: The Discombobulator Comment #2726
Curse their stupidity. I shoulda set it to kill the player as soon as one of them dies... oh well.
Commented 20 years ago2004-07-13 14:10:53 UTC in vault item: The Discombobulator Comment #2691
Sorry :) I only started half-way through the timelimit.
Commented 20 years ago2004-07-13 13:26:05 UTC in vault item: The Discombobulator Comment #2689
I thought HLers'd recognise the familiar ending text :
Commented 20 years ago2004-07-04 13:13:39 UTC in vault item: My map with leaks Comment #2580
Here's a version with "RED"-textured boxes highlighting the problems.
Commented 20 years ago2004-07-04 12:29:08 UTC in vault item: Multi-Level Elevators Comment #2579
Very nice.
Commented 20 years ago2004-07-01 15:24:41 UTC in vault item: Weird Dreams Comment #2567
I couldn't find anywhere past that collapsed rock.
Commented 20 years ago2004-06-27 04:21:12 UTC in vault item: Razorsedge Comment #2504
6th: IT HAS A TFC ICON
Commented 20 years ago2004-06-27 04:20:39 UTC in vault item: High High Comment #2503
Ditto.
Commented 20 years ago2004-06-24 16:32:13 UTC in vault item: Thunderdome Comment #2470
Good god. I'm amazed you even got it to work. Half-Life isn't designed for huge maps, nor smooth cylinders. I doubt you'll manage to fix the error. Maybe if you made the ladders wider or something.
Commented 20 years ago2004-06-24 11:28:12 UTC in vault item: Triggers Comment #2468
I can't remember why. You have to open or smash something to be able to continue and you can't go through that door. If you're a mapper, why haven't you looked at the map in Hammer?
Commented 20 years ago2004-06-23 17:07:48 UTC in vault item: A Snow Effect Comment #2463
Woulda looked if you'd included a BSP. Didn't want to extract the CS textures, add them to Hammer, etc.
Commented 20 years ago2004-06-22 15:01:46 UTC in vault item: ka_sinkhole Comment #2447
Get your router working? It's available here: http://homepages.nildram.co.uk/~cpwood/wally_155b.exe . No queues, waiting, nada.
Commented 20 years ago2004-06-22 03:12:39 UTC in vault item: Peephole Comment #2440
There is indeed a texture lighting tutorial - it's in the "beginner" section!

It's called a periscope ;)
Commented 20 years ago2004-06-20 03:57:28 UTC in vault item: he_dagreatwall_beta4 Comment #2418
I thought you had a leak?

Lift: Not sure. Maybe make it very slightly smaller? This might be a bug in CS as it happens with the big doors in cs_office sometimes.

r_speeds: Make it smaller, or put world brushes (not entity brushes) in the way to block visibility. If you're really adventurous, read the r_speeds tutorial, under "Advanced" :)

Looks a pretty decent first map, but I must caution you that first maps may be taken down in writing and used in evidence against you. You may think it's amazing. That's great - but a lot of other people'll criticise it a lot. Make lots of maps, mess around, practise a lot and THEN make a masterpiece that'll get you worshipped.
Commented 20 years ago2004-06-19 16:49:18 UTC in vault item: Alternate Hazard Course Comment #2410
+ Nice barney weapon dispensing. Liked that!
+ Fairly decent trees
- Stretched signs
- Plain walls
- Bad lighting
- You compiled with a non-standard WAD, "zeditor.wad". Either include the WAD or recompile without it!

3/5
Commented 20 years ago2004-06-11 10:58:35 UTC in vault item: fall Comment #2276
Interesting. Similar to an Unreal Tournament map and a good try at something pretty infeasible in HL :) But a little dark, plain and ugly. 3*.
Commented 20 years ago2004-06-11 04:18:49 UTC in vault item: BeamWall Comment #2271
You should see the number of breakable panes of glass I put in a map... it's ridiculous. Over 100.
Commented 20 years ago2004-06-10 02:05:25 UTC in vault item: TerrorStorm Comment #2264
You haven't included several non-standard WADs.
Commented 20 years ago2004-06-09 02:29:53 UTC in vault item: he_glasswyv Comment #2252
Great fun spraying the glass into shards with a .60 cal :) perhaps a few more things around, cover and stuff. Maybe have different layers?

I did something very similar near the end of my Trapped competition entry, a chessboard made of glass, above lava. Give it a try here: https://twhl.info/competition/brief/7

Go on, you know you'll like it :)

Anyway, your map: 4*.
Commented 20 years ago2004-06-09 02:25:30 UTC in vault item: wyv_rot(ation) Comment #2251
Really fun idea - but sort out the lighting somehow. I'd make it unlit.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-06-02 10:05:14 UTC in vault item: pd_allyways2 Comment #2190
Pretty nice, but the lighting is very even. Make the light on one of the ceilings a func_wall, it's making a ghastly black square around it as the lightmap of the shadow is stretched according to your texture sizing.

Nice glass. Did you ask 'Mike to use the trees or are they public?

3/5.
Commented 20 years ago2004-06-02 09:59:05 UTC in vault item: aim_best_hangar Comment #2187
Better than many aim_maps, perhaps a little wider. Nice use of levels (altitude); but...

Why is it not lit? That lost it two stars in my opinion. 1/5.
Commented 20 years ago2004-06-01 02:27:35 UTC in vault item: Map Starter Comment #2169
WARNING: Couldn't open esm.wad. Perhaps the RMF'd be good too?
Commented 20 years ago2004-05-24 08:48:48 UTC in vault item: cs_deadline Comment #2041
Very nice, except for the little scale issues - why is my face at door-handle level!? The doors are far too big. Apart from that, great, 5*
Commented 20 years ago2004-05-24 08:46:42 UTC in vault item: Garden Comment #2040
Tomaatti, you'd do fine if you just spent more time on your maps. Read a few tutorials, mess around, learn and experiment. Don't release everything!
Commented 20 years ago2004-05-23 08:14:14 UTC in vault item: de_small Comment #2009
OMFG GAY MPA ROFL

I imagine that's the kinda language you speak, producing maps like this.
Commented 20 years ago2004-05-23 07:49:30 UTC in vault item: de_innercity Comment #2008
+ Nice setting
+ Pretty well-made, I saw no errors
- Streetlamps were boringly textured
- Poor light placement

2/5. Better than some, but a little plain. Keep going. Also, I strongly advise you read this tutorial: http://cariad.co.za/twhl/tutorial.php?id=54 . In fact, I'd read all the tutorials you can find if I were you (and I did).
Commented 20 years ago2004-05-22 02:25:23 UTC in vault item: de_icepalace Comment #1973
A fatal error: "WARNING: Couldn't open as_tundra.wad".
Commented 20 years ago2004-05-13 12:04:11 UTC in vault item: knife_chess2 Comment #1866
Idea's good, but too dark, there's a buyzone (knives only?) plus the pushables do kinda get annoying, throwing you off the board into blackness. Nicely done pieces.
Commented 20 years ago2004-05-05 02:05:09 UTC in vault item: de_towerz Comment #1799
I think the doors should be open at the start though... I couldn't figure it out, nor did I realise what the button did.
Commented 20 years ago2004-05-03 04:11:02 UTC in vault item: Electrified Water Comment #1774
Very nice. Only thing is that the water's not a very nice shape, and it could do with being a little translucent.
Commented 20 years ago2004-05-02 15:25:13 UTC in vault item: de_iridium Comment #1769
Very nice.

+ Nice models, sky, textures
+ Good lighting
- Some bits are a little plain
- Very badly zipped

4/5
Commented 20 years ago2004-05-02 15:11:55 UTC in vault item: College Dorms Comment #1768
Same :| I wrote the first review but it disappeared. Odd.
Commented 20 years ago2004-05-02 08:56:11 UTC in vault item: aim_poker_final Comment #1763
Better layout than most aim_ maps, and you get let off 'cos it's your first released map. Texturing's mostly good, one or two little glitches like the sides of ladders. Try not to stretch textures. The underground bit's probably a bit too dark. Keep practising and you'll get better and better.
Commented 20 years ago2004-04-27 15:18:31 UTC in vault item: Wizard Comment #1713
0 downloads, 7 5* ratings? I'm not downloading it because you did that.
Commented 20 years ago2004-04-25 09:32:03 UTC in vault item: de_bedroom Comment #1686
I can't remember either. I think it was the pencils, they were easy to get stuck in, or something. It was something to do with the pencils.
Commented 20 years ago2004-04-24 14:50:28 UTC in vault item: de_bedroom Comment #1682
Improved over the original, and I liked that as it was. Presuming you fixed the things I pointed out in the first release. I suggest working a little more on the fan, it's a nice idea but doesn't look too great.
Commented 20 years ago2004-04-13 06:44:17 UTC in vault item: Retinal Scanner Comment #1605
Yup, sure is an SD. Got the DLLs now.
Commented 20 years ago2004-04-11 15:44:17 UTC in vault item: Tracktrain Comment #1583
Vurruh nice.
Commented 20 years ago2004-04-11 15:36:28 UTC in vault item: My first map Comment #1582
Commented 20 years ago2004-04-11 10:31:10 UTC in vault item: My first map Comment #1578
Make the scientist a master!? Why? Don't think you can. I don't remember masters :$
Commented 20 years ago2004-04-10 12:50:33 UTC in vault item: Spearhead Comment #1558
Some very good bits... and some rather dodgy bits. First time I played the cinematic got stuck forever, lol, the grunts all walked up to me and I could just watch while gordy got surrounded. Love the run-the-gauntlet bit though. Sort out the first two bit grey doors, make them thinner otherwise they appear flickering in the wall when you're a long way away. 4/5
Commented 20 years ago2004-04-10 12:37:16 UTC in vault item: Spearhead Comment #1556
The details in the readme are wrong. Quote marks are unnecessary usually, and you do NOT type '"C:\Sierra\Half-Life\hl.exe" +map Spearhead' into the HL console ;) just trying the map now...
Commented 20 years ago2004-04-10 09:52:13 UTC in vault item: My first map Comment #1554
Okay, few little notes: the optical scanner can be used by the player? To open the door? Also, set the buttons to reset after, say, 5s. Then when the turrets deactivate you don't turn the button off to make them go again, if you see what I mean. Fun though. You'll go far :) very neat and tidy. Excellent first-and-a-bit map.
Commented 20 years ago2004-04-10 09:46:39 UTC in vault item: My first map Comment #1553
One thing - change the filename of the BSP? Without spaces? Very bad idea. Never use spaces.
Commented 20 years ago2004-04-10 05:11:53 UTC in vault item: Tribute Comment #1550
It's from the music video. Pretty much WYSIWYG, heh.
Commented 20 years ago2004-04-09 02:19:03 UTC in vault item: Disco Party 1.1 Comment #1544
Whoa, someone spiked the punch! Lot less laggy, but still not perfect ;) Good texturing.
Commented 20 years ago2004-04-08 17:19:31 UTC in vault item: My first map Comment #1536
Hey, that's pretty good. Fun too :) I love cannon thingies. You can actually press the button without breaking the glass first though? Maybe something to do with "Master was null or not a master!"? The charging stations stick out a bit. It's good. 3/5, but that's just 'cos it's so small.
Commented 20 years ago2004-04-03 12:27:54 UTC in vault item: fy_something Comment #1491
Light it! No-one wants to play a fullbright map.

It's a bit big too. Also, it's exactly like aim_map.