Commented 20 years ago2004-06-24 16:32:13 UTC
in vault item: ThunderdomeComment #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: TriggersComment #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 ago2004-06-20 03:57:28 UTC
in vault item: he_dagreatwall_beta4Comment #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 CourseComment #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!
Commented 20 years ago2004-06-09 02:29:53 UTC
in vault item: he_glasswyvComment #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
Commented 20 years ago2004-06-02 10:05:14 UTC
in vault item: pd_allyways2Comment #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?
Commented 20 years ago2004-05-23 07:49:30 UTC
in vault item: de_innercityComment #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 ago2004-05-13 12:04:11 UTC
in vault item: knife_chess2Comment #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 ago2004-05-02 08:56:11 UTC
in vault item: aim_poker_finalComment #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 ago2004-04-24 14:50:28 UTC
in vault item: de_bedroomComment #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 ago2004-04-10 12:50:33 UTC
in vault item: SpearheadComment #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: SpearheadComment #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 mapComment #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 ago2004-04-08 17:19:31 UTC
in vault item: My first mapComment #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.
It's called a periscope
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.
+ 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
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*.
Nice glass. Did you ask 'Mike to use the trees or are they public?
3/5.
Why is it not lit? That lost it two stars in my opinion. 1/5.
I imagine that's the kinda language you speak, producing maps like this.
+ 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).
+ Nice models, sky, textures
+ Good lighting
- Some bits are a little plain
- Very badly zipped
4/5
It's a bit big too. Also, it's exactly like aim_map.