Commented 15 years ago2009-05-27 01:13:07 UTC
in journal: #5821Comment #38278
The original series was epic. Partially because of superb design, sets, and story-writing, but most importantly i think because of a great cast.
It's going to be really tough to reproduce the the strength of the original cast imo, but i hope they do it. Since Sarah Connor Chronicles was cancelled, i have no goto scifi show to watch.. = (
Commented 15 years ago2009-05-11 13:19:43 UTC
in journal: #5788Comment #42609
my neighbor rescues cats/kittens from the shelter, and finds them homes, so there are always plenty of cute kittys to play with and visit over there, and they're always dying for attention.. awwww
Commented 15 years ago2009-05-11 13:11:40 UTC
in journal: #5789Comment #38264
I won't be interested in nasa again until they get a bigger budget. It's shameful how our government starves such a worthy program with scraps like they do. = (
Hey muzz, do you think if nasa had enough funding, we'd have a proper SSTO launch vehicle like the x-33 by now, or do you believe the technology just isn't there yet to make it feasible?
Commented 15 years ago2009-05-11 00:54:57 UTC
in journal: #5786Comment #56415
I admire your inspiration, though the end product needs work. Among other things the text and transitions could be better, and some differing shots/perspectives of the logo. I Did like the bits involving Rim's map but they were overdone a bit. keep working at it, and like mapping i would NEVER recommend releasing your first version of anything... Build/revise, build/revise again, get some objective comments, then rebuild as necessary.
Releasing raw material of this type especially on this site is like chumming the water in shark-infested waters right before you're guna go swimmin..
Commented 15 years ago2009-05-02 03:13:44 UTC
in vault item: Canyon: ReduxComment #17472
First lemme say automatic 5 stars for the advanced skill that went into this map. This must have taken eons to build and compile considering how epicly-huge it is...
Many likes to this map, but a fair amount of dislikes notwithstanding:
++epic scope and size, all very carefully put together(reminds me of a star wars movie walking through it. ++epic gadgetry like the healing rooms, lifts, doors, and many other things ++epic vistas throughout and interesting structures/formations to marvel at.
--the sky was cool, but might have been improved/replaced in some areas by brushwork(like the part where you can look out the windows going up the lift, as it didn't look natural. plus some other places same thing)I'm sure tho you were limited by mapping resources to do source-like skyboxing for this. --Texturing thoroughout is very carefully done and very good, but they are a bit repetative and wearing in a great deal of places too. like the main open area with all the pipes and lifts...it's a huge rectangle monotextured with a very simple tiling texture. a little retexturng to break it up would improve the look of this area imo hugely. (really nice looking shadows/lighting in this area btw. -use of ambient sounds could have been much better imo. -I like the lifts you can call, but some of the other lifts and moving platforms are maddening slow. I had no patience to wait for them, so i noclipped through much of that area.
Though this map has a fair amount of minuses imo. The pluses far outweigh them, and i'd love to see how this plays on a server.
Epic work as always, from the inimitable darkphoenix_68! * * * * *
Commented 15 years ago2009-05-02 02:46:38 UTC
in vault item: Agm_OrbitComment #17471
works fine for me...
++Originality ++Impressive texuring, if not a bit repetative ++Impressive structurally, if not a bit repetative ++neat use of scrolling/animating/transparent textures ++neat ambience but it wears after a short while ++superb custom gfx
Pretty neat design and i love the textures(did you make them?), but i would have liked to have seen a more varied design in general and the floating things on the outer edges could have been done better imo. There were some impressive use of texture tricks in here too, but i walked away feeling this whole thing could have been done better.
While it's a pretty cool map in it's own right, i know you being one of the more talented mappers here can do better. I'd rate this map 3.5, but that rounds up to 4, even though i think there is much room for improvement.
Commented 15 years ago2009-04-28 18:40:41 UTC
in journal: #5769Comment #47428
Sega's Typing of the Dead for win. Are you u using a babymouse/board program to limit keboard and merge the mouse buttons, to make it easier for him?
I restricted my lappy using basicmouse/basic board (trial version) and my three-year-old niece played YO GABBA GABBA games online for an hour without crashing my computer. Most of those kiddie flash games just use the arrow keys and/or the mouse. You can also define a "clickable" area or in other words, the mouse will only work in the gaming window and nothing else(without restricting keyboard/screen and merging mouse buttons, she opens up a million windows and crashes my machine in about 2 minutes flat).
Commented 15 years ago2009-04-25 00:03:33 UTC
in journal: #5766Comment #51821
Don't worry man, you'll get it next time... I should have failed my driving test too because i fucked up EVERYTHING, but my instructor was drunk and couldn't tell or didn't care (i'm not kiding).
Commented 15 years ago2009-04-18 13:27:48 UTC
in vault item: "Triangle" constructionComment #17450
Yeah, you would NEVER make your whole map out of these things, just uber-complex stuff like the canopy/cockpit shell to my Jedi Starfighter, or my Klein bottle from the Geometry Challenges..
It is virtually impossible to make leaf-saw errors using these structures, that's the whole point, again, not for your whole map, just for crazy detail items and props!
Commented 15 years ago2009-04-13 20:21:27 UTC
in journal: #5747Comment #51531
tl;dr
)
I don't think there is anything wrong with your documenting, but it might be nicer if you had some teaser content to release, at the very least a couple screenies to go along with it, to break up all the letters and punctuation into more digestible bits.
)
I LOVE goldsource modding too, mostly because i think i'm so familiar with it and everything is so simple, but i'm trying to force myself to move on else be left in the dust.
Still, i'll never completely stop mapping for goldsource, even someday when i'm the only one left to look at my maps... it's just, fun too, i guess. = )
Commented 15 years ago2009-04-13 18:41:27 UTC
in vault item: 1985 Honda CRXComment #17438
That is an INSANE amount of detail!
++surprisingly LOW amount of visual errors for such a detailed world model! ++epic brushwork. +good textures ++surprisingly detailed and proportioned/scaled correctly!
So cool, and probably the most detailed world model i've ever seen, period. You might be able to eliminate some of the weird face lighting by alternating sections of the car as world brushes and func_walls/func_illusionaries: like, make a piece of the fender a world brush, and make an adjoining piece a func_wall. Just don't go crazy and make entire sections brush entities, as this will still cause splitting(hence the alternating idea).
i noticed you have a lot of complicated brushwork left as world models, which actually makes it more amazing there aren't more visual errors! Questions for you?
-did you use hlfix? -what compile options if any did you use from stock(there may be some rad options that will smooth the lighting better for something this complicated)
Besides the driver-side door bein foobared for me--opens inward independent of the window, easily fixed with mm and invisible button--, it's goddamn amazing work... Maybe a little bit later i'll pull this baby into my garage and see if i can tweak it up a bit. = )
Thanks so much for uploading this! I haven't done this in a while, but maybe you'd be interested in this small token appreciation: ONLY click here for epic win
5 for amazing attention to detail and as i said before, probably the most carefully-detailed world model i've ever seen.
Commented 15 years ago2009-04-13 17:16:10 UTC
in journal: #5739Comment #59219
That's pretty cool using wiki to display your portfolio, though it could look prettier with a proper biography and introduction page imo. I might do this for my work too = )
Commented 15 years ago2009-04-13 16:58:54 UTC
in journal: #5744Comment #51527
I think about such things too raver, but i wouldn't call it a waste of time. As long as your developing your skills, who cares if you map for an outmodded engine?
I agree tho, SP maps in general take a SHITLOAD of effort for a relatively short amount of enjoyment by the player... it's like making a movie.
This comment was made on an article that has been deleted.
"Really now, who searches TWHL? If you're a regular, you know how and where to find everything you'll ever need anyway." I use the forum search leagues more than any other area.
LET ME ASS YOU A QUESTION. MIGHT YOU HAVE A MINT? PERHAPS SOME BINACA?
Commented 15 years ago2009-04-07 02:29:49 UTC
in vault item: dm_attack_house_tsgkComment #17422
LUL nice improvements over v.1.00! = )
++FUN ++beautiful/thoughtful detailing (though you can always add more--trims, doorknobs, more decorations, more furniture, etc. the only thing that stops me from addind detail is performance) ++beautiful realistic water in the pool and hot tub +neat interactive gadgetry to play with +neat use of sound and game_texts ++I rather enjoyed your use of textures and color schemes! +Neat weapon placement +i like the addition of vents all over to add connections to different places, but could be better implemented imo. +LOL'd at panic/security room...VERY NICE
-brushwork is adequate and quite nice in area, but quite blocky in many others. You can do better! -use a 3d skybox for the surrounding neighborhood for more realism. -Many of your gadgets are neat but are weird and i have know idea what they do. You may find making it more obvious to players what each instance of fun gadgetry does is more appropriate, or you may not! = ) -scale is off and on throughout the map. the bathroom tub is HUGE while many of the exterior walls are paper thin. -make the basement bigger(did i see the whole thing?--the blue area with the teleport to rainbow room), and add more connections to the outside--vents, service stairs(you already have), stairs to the inside of the house, and windows possibly. Plus for lulz and add rec room stuff like ping pong table, dart machine, and bar for WIN = ) -a crazy house like this needs a tree house, a sand box trap, and some other funny stuff(although you already have it packed with lots of other weird things! = )
Hope some of my comments are useful to you! Nice map and markedly improved from the previous one. Taking into account that i am a sucker for creative detailing and the residential theme, i rate a 3.75 which rounds to 4. DON'T GET ME WRONG this map could use visual improvements mostly in scale and proportion, and realism in some places. If i played this on a server and found it fun, i'd probably round up to 5...
)
It's going to be really tough to reproduce the the strength of the original cast imo, but i hope they do it. Since Sarah Connor Chronicles was cancelled, i have no goto scifi show to watch.. = (
)
Anyway it's cool to see your starting to get motivated for source mapping. Maybe if i stand close to you some of that will rub-off on me?
)
so cool you're still working on this...
)
Anyway this is pretty pwn must check it out.... LEGO HAMMER!
)
Habboi: you inspire me to learn moar about modeling... i actually bought milkshape and acquired some other modeling tools...
)
Tetsu0: NIce. you inspire me to make some source test maps too.
)
Hey muzz, do you think if nasa had enough funding, we'd have a proper SSTO launch vehicle like the x-33 by now, or do you believe the technology just isn't there yet to make it feasible?
)
Releasing raw material of this type especially on this site is like chumming the water in shark-infested waters right before you're guna go swimmin..
)
Really really cool. do you get to build the house you grew up in as part of the map?
Many likes to this map, but a fair amount of dislikes notwithstanding:
++epic scope and size, all very carefully put together(reminds me of a star wars movie walking through it.
++epic gadgetry like the healing rooms, lifts, doors, and many other things
++epic vistas throughout and interesting structures/formations to marvel at.
--the sky was cool, but might have been improved/replaced in some areas by brushwork(like the part where you can look out the windows going up the lift, as it didn't look natural. plus some other places same thing)I'm sure tho you were limited by mapping resources to do source-like skyboxing for this.
--Texturing thoroughout is very carefully done and very good, but they are a bit repetative and wearing in a great deal of places too. like the main open area with all the pipes and lifts...it's a huge rectangle monotextured with a very simple tiling texture. a little retexturng to break it up would improve the look of this area imo hugely. (really nice looking shadows/lighting in this area btw.
-use of ambient sounds could have been much better imo.
-I like the lifts you can call, but some of the other lifts and moving platforms are maddening slow. I had no patience to wait for them, so i noclipped through much of that area.
Though this map has a fair amount of minuses imo. The pluses far outweigh them, and i'd love to see how this plays on a server.
Epic work as always, from the inimitable darkphoenix_68!
* * * * *
++Originality
++Impressive texuring, if not a bit repetative
++Impressive structurally, if not a bit repetative
++neat use of scrolling/animating/transparent textures
++neat ambience but it wears after a short while
++superb custom gfx
Pretty neat design and i love the textures(did you make them?), but i would have liked to have seen a more varied design in general and the floating things on the outer edges could have been done better imo. There were some impressive use of texture tricks in here too, but i walked away feeling this whole thing could have been done better.
While it's a pretty cool map in it's own right, i know you being one of the more talented mappers here can do better. I'd rate this map 3.5, but that rounds up to 4, even though i think there is much room for improvement.
Cool map!
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
It'd have been cute if he put it on his head
)
)
I restricted my lappy using basicmouse/basic board (trial version) and my three-year-old niece played YO GABBA GABBA games online for an hour without crashing my computer. Most of those kiddie flash games just use the arrow keys and/or the mouse. You can also define a "clickable" area or in other words, the mouse will only work in the gaming window and nothing else(without restricting keyboard/screen and merging mouse buttons, she opens up a million windows and crashes my machine in about 2 minutes flat).
)
Sorry to hear tho..
(
)
Tetsu0/Rim: you guys are/were in Tampa?! I'm in Tampa right now on work.. WE SHOULD HOOK UP AND PARTYP
It is virtually impossible to make leaf-saw errors using these structures, that's the whole point, again, not for your whole map, just for crazy detail items and props!
=)
)
I don't think there is anything wrong with your documenting, but it might be nicer if you had some teaser content to release, at the very least a couple screenies to go along with it, to break up all the letters and punctuation into more digestible bits.)
I LOVE goldsource modding too, mostly because i think i'm so familiar with it and everything is so simple, but i'm trying to force myself to move on else be left in the dust.Still, i'll never completely stop mapping for goldsource, even someday when i'm the only one left to look at my maps... it's just, fun too, i guess. = )
++surprisingly LOW amount of visual errors for such a detailed world model!
++epic brushwork.
+good textures
++surprisingly detailed and proportioned/scaled correctly!
So cool, and probably the most detailed world model i've ever seen, period. You might be able to eliminate some of the weird face lighting by alternating sections of the car as world brushes and func_walls/func_illusionaries: like, make a piece of the fender a world brush, and make an adjoining piece a func_wall. Just don't go crazy and make entire sections brush entities, as this will still cause splitting(hence the alternating idea).
i noticed you have a lot of complicated brushwork left as world models, which actually makes it more amazing there aren't more visual errors! Questions for you?
-did you use hlfix?
-what compile options if any did you use from stock(there may be some rad options that will smooth the lighting better for something this complicated)
Besides the driver-side door bein foobared for me--opens inward independent of the window, easily fixed with mm and invisible button--, it's goddamn amazing work... Maybe a little bit later i'll pull this baby into my garage and see if i can tweak it up a bit. = )
Thanks so much for uploading this! I haven't done this in a while, but maybe you'd be interested in this small token appreciation:
ONLY click here for epic win
5 for amazing attention to detail and as i said before, probably the most carefully-detailed world model i've ever seen.
* * * * *
Yay compile them for goldsource and add to the model vault...i am always looking for good low-poly trees...
Anything is better than Frank Zappa.... my friend loves Zappa too, i find it so annoying, sorry1
)
I agree tho, SP maps in general take a SHITLOAD of effort for a relatively short amount of enjoyment by the player... it's like making a movie.
)
I use the forum search leagues more than any other area.
LET ME ASS YOU A QUESTION. MIGHT YOU HAVE A MINT? PERHAPS SOME BINACA?
)
++FUN
++beautiful/thoughtful detailing (though you can always add more--trims, doorknobs, more decorations, more furniture, etc. the only thing that stops me from addind detail is performance)
++beautiful realistic water in the pool and hot tub
+neat interactive gadgetry to play with
+neat use of sound and game_texts
++I rather enjoyed your use of textures and color schemes!
+Neat weapon placement
+i like the addition of vents all over to add connections to different places, but could be better implemented imo.
+LOL'd at panic/security room...VERY NICE
-brushwork is adequate and quite nice in area, but quite blocky in many others. You can do better!
-use a 3d skybox for the surrounding neighborhood for more realism.
-Many of your gadgets are neat but are weird and i have know idea what they do. You may find making it more obvious to players what each instance of fun gadgetry does is more appropriate, or you may not! = )
-scale is off and on throughout the map. the bathroom tub is HUGE while many of the exterior walls are paper thin.
-make the basement bigger(did i see the whole thing?--the blue area with the teleport to rainbow room), and add more connections to the outside--vents, service stairs(you already have), stairs to the inside of the house, and windows possibly. Plus for lulz and add rec room stuff like ping pong table, dart machine, and bar for WIN = )
-a crazy house like this needs a tree house, a sand box trap, and some other funny stuff(although you already have it packed with lots of other weird things! = )
Hope some of my comments are useful to you! Nice map and markedly improved from the previous one. Taking into account that i am a sucker for creative detailing and the residential theme, i rate a 3.75 which rounds to 4. DON'T GET ME WRONG this map could use visual improvements mostly in scale and proportion, and realism in some places. If i played this on a server and found it fun, i'd probably round up to 5...
Anyhow, nice map!
=)