Commented 16 years ago2008-04-04 05:41:32 UTC
in journal: #4981Comment #40606
Really nice but your image is so big it broke my browser! At 2.5 megs that is a more than a little rediculous: I resized (InfranView) to 1600x10 and used 70% compression and the filesize is reduced to 137KB with no dicernable loss of quality except it's a tad darker. There's just no reason to have something that big/quality unless ur printing a banner or something! = >
i love looking at peoples nice concept art, I wish I could draw/paint like that! <whistles, looks around and coughs something that doesn't vaguely sound like "tutorial".
Commented 16 years ago2008-04-04 05:01:21 UTC
in vault item: Gearbox HallwayComment #16548
Ha Ha, as always superb attention to detail and use of ambient effects in ur maps! = )
+Superb detailing Complicated trims, wall panels, flooring, everything is detailed nicely. I will say as much as i like detailing myself, it's a waste sometimes with the HL engine, as many times you can't appreciate the detailing unless you go in hammer and look at all the seperate brushes. (the doors for example are detail-brushed exquisitely, but because you can only look at them head-on, you can't see the details unless you walk right up to it. In these cases sometimes you can use stark texture changes for beveled areas/trims, and subtle lighting/shadow to make that nice detail stand out!
+Great Effects/sound Your maps always have nice sound and other realistic effects... bravo!
-Lighting You could use little textlights on the floor/ceiling incrementally down the hallway to give some nice shadows. I would also eliminate all the point lighting, xcept if you have some persisting weird shadows on your func_rotating gears, where in that case actually i'd make the texture of the gear itself a textlight at brightness of 1 to rid any harsh shadowing.
--glass those beautiful gears in the walls but you can't see them through the glass because it's too opaque! Careful if you have your brigtness/gamma/contrast settings tweaked, you might be getting a different picture than we see! = )
To Conclude, I thought it was an awesome and inspiring map, despite some few issues. 5 stars for wicked attention to detail and hard work easily.
Commented 16 years ago2008-04-03 15:54:30 UTC
in journal: #4977Comment #40600
Having such high a praise from a professor--about your texturing skills--is, well you should be pretty proud
As for the negative feedback, if it made you mad and/or was painful, then that's not necessarily a bad thing. I find I feel those emotions quite a lot when I'm learning or on the road to learning something important. = )
And even if you were the worst level designer or whatever on the planet, if you like doing something, don't stop or dismiss it because someone says you suck at it.
Commented 16 years ago2008-04-02 04:34:45 UTC
in vault item: dm_bulkComment #16541
Wow, this is really cool, and refreshingly different from most HL maps you come accross these days.
+packed with detail items and background detail the player can never reach, but still very-much appreciate (like the catwalks above the security desk) +nice varied layout with little nooks to hide and nice pass-throughs with those vents +Beautiful/varied lighting--almost looks dynamic in places: Bravo! +Nice and cleanly mapped: I saw no errors +Nice texturing though still looks very black-mesaISH = ) +Nice doodads like the machines, lasers, and the nice iris door.
-I didn't like the 1 or two lifts, that tend to crush you when you try to activate them.
Superb work and a well-deserving motm winnar! 5 stars
Commented 16 years ago2008-03-29 01:56:04 UTC
in vault item: 3_awsome_effectsComment #16518
missing cs_havana.wad
if you use batch compiler, you can easily include the use textures, that is, you select the wads as normal, but it embeds only the USED textures into your bsp.
Also, use RESGen to quickly see what textures your map is using, or you could check in hammer (this is sometimes a pain because of long filenames in the hammer texture options window)
a more clearer description of what this map is an example of might be nice too! PM me when you fix it pleez. = )
Commented 16 years ago2008-03-29 01:48:59 UTC
in vault item: Dm_absurdumComment #16517
Utterly beautiful.
Maybe some more texture variation for different parts of the map, but it looks really great. I love the detailed bruswork though your wpolys rival 3500 in some places = )
I'd love to have a look at the source to offer some optimization tips, though it looks pretty clean.
Possible suggestions: -sounds? (you might add some) -add some rooms that look different like full of computer consoles or anything really. -some doodads like a retractable bridge over that deadly liquid -more height variation
the corridors are tight, but it's what you'd expect from a space theme.
I'm going 5 for the hard, precise work that went into this map. I don't care about playability or what have you, it's really neat ; )
Commented 16 years ago2008-02-23 09:51:51 UTC
in vault item: Entity Challenge #2Comment #16455
Haha Excellent Redka!
Nicely sculpted world geometry, especially the spheres which appeared completely round... Sweet! The mechanisms work perfectly/smoothly. A nice base map and unique way to look at the map too. My only big complaint would be the textures are awfully flat.
For the terms of the challenge, I give you 4 stars. (If you update the textures I'll change it to 5)
Btw, I have no idea about that runtime error, but it sounds nasty!
Commented 16 years ago2008-02-18 21:43:23 UTC
in vault item: AlpestrineComment #16423
I saw somebody voted for this for map of the year, so I tried it.
Whoa!
It reminds me of the jedi temple outside portions from battlefront/battlefront II. Very sleek, pretty, and the layout is well thought out. You're impressed by all this, and then you look up and go "Whoa" seeing the backdrop, which was an excellent touch.
Map is excellent, but I'll try anyway to make possible suggestions for an Alpestrine 2:
1. I was listening to sigur ros on headphones, so I can't recall if there were sounds, but they couldn't have been too loud if they were. Maybe add more?
2.Add some nice statuary or fountains. I realize r_speeds are a concern.
3. Make it a tad bigger possibley.
4. Add more vertical gameplay possibly. You could make some of the up-high windows accessible, but would probably lead to nasty campers/snipers.
5. Perhaps add interior rooms>
Don't get me wrong now, even though I mentioned all that stuff, this map is still one of the best I've seen here. It's distinctly original, pretty, and well thought out, elegant.
5 stars, and I'm adding it to my vote for map of the year. Great work! = )
figured it out, i didn't know you had to double tap!
Anyway that was a dirty trick making you crouch at the end! = ) with my keyboard config, I use the same finger to go backwards as to crouch, so I guess I need a backup crouch key!!
The hardest part was the 3rd set of blocks where you have to jump between the blue/red one, other than that, not too bad!
I thought everything was fine except what hlife_hotdot said about the sound... all you can hear is the reloading sound and monsters.
Very well done and fun. I think it was funny/good that you chose to make walking through the duct so you hear but not see gordon. The challenges were a little tough at the end--I had to godmode for the last bullsquid and the other big guy = )
You might flat and/or flat-life in the description, so people searching the map vault will find it (is flat-life the final name?)
anyway the map looks good but I can't jump hi enough to clear one block. NObody else seems to have this problem by looking at the comments, so what am I doing wrong!? = 0
Seriously, get it sorted out. Remove the xcess wads or use -nowadtextures. There is no reason to have all these wads, and you should NEVER have more than 8, because it can break your compile! : O
Commented 16 years ago2008-01-26 09:55:43 UTC
in vault item: Digital ClockComment #16288
Yeah I always use -nowadtextures in my as a compile option under CSG. This way, if you forget to take out extra wads, it's ok because they are included in BSP.
Pretty sweet. I've tried to constuct a bended piple like this in the past, but I could never get it to work without "leaf-saw" and brush errors. Your's is clean and error free! bravo! = )
Note: the outer rim of the bended part is neat because you can run up and down like a skateboard on the smooth surface. The inside bend however you get stuck at the seams. I tried using the bevel texture on the seams of your pipe to fix this, but it didn't work. If there was a way to fix the "stuck" points on the inside bend it would be neat!
Commented 17 years ago2007-09-23 20:15:10 UTC
in vault item: de_C5000merchantComment #15663
warning: couldn't open cs_cargo.wad
Other people have pointed this out, why not fix it?! I just spent 10 minutes dicking around with this map and re-downloading it to see if you updated.
It's not hard to fix. look in the tutorial section. there's a tutorial that tells you how to include every texture in the map or how to include just the non-standard textures used.
A quick look in hammer at the texture wads used--under options i think--will tell you all the included wads with your map.
Last rant: maps like this should be moved to another section for maps that don't work... I mean it is the 'completed' section.
Please PM me if you fix! It looks cool from the screenshot.
i love looking at peoples nice concept art, I wish I could draw/paint like that! <whistles, looks around and coughs something that doesn't vaguely sound like "tutorial".
)
+Superb detailing
Complicated trims, wall panels, flooring, everything is detailed nicely. I will say as much as i like detailing myself, it's a waste sometimes with the HL engine, as many times you can't appreciate the detailing unless you go in hammer and look at all the seperate brushes. (the doors for example are detail-brushed exquisitely, but because you can only look at them head-on, you can't see the details unless you walk right up to it. In these cases sometimes you can use stark texture changes for beveled areas/trims, and subtle lighting/shadow to make that nice detail stand out!
+Great Effects/sound
Your maps always have nice sound and other realistic effects... bravo!
-Lighting
You could use little textlights on the floor/ceiling incrementally down the hallway to give some nice shadows. I would also eliminate all the point lighting, xcept if you have some persisting weird shadows on your func_rotating gears, where in that case actually i'd make the texture of the gear itself a textlight at brightness of 1 to rid any harsh shadowing.
--glass
those beautiful gears in the walls but you can't see them through the glass because it's too opaque! Careful if you have your brigtness/gamma/contrast settings tweaked, you might be getting a different picture than we see! = )
To Conclude, I thought it was an awesome and inspiring map, despite some few issues. 5 stars for wicked attention to detail and hard work easily.
= )
As for the negative feedback, if it made you mad and/or was painful, then that's not necessarily a bad thing. I find I feel those emotions quite a lot when I'm learning or on the road to learning something important. = )
And even if you were the worst level designer or whatever on the planet, if you like doing something, don't stop or dismiss it because someone says you suck at it.
downloading... = )
+packed with detail items and background detail the player can never reach, but still very-much appreciate (like the catwalks above the security desk)
+nice varied layout with little nooks to hide and nice pass-throughs with those vents
+Beautiful/varied lighting--almost looks dynamic in places: Bravo!
+Nice and cleanly mapped: I saw no errors
+Nice texturing though still looks very black-mesaISH = )
+Nice doodads like the machines, lasers, and the nice iris door.
-I didn't like the 1 or two lifts, that tend to crush you when you try to activate them.
Superb work and a well-deserving motm winnar!
5 stars
There's better hosting out there. one that's free and easy is gmail. open up a gmail account (you don't need an invite anymore) and go to this link:
http://pages.google.com/?pli=1
You can upload up to 100MB of hassle-free hotlinkable goodness : )
Here's waht resgen says the bsp is calling for(make sure it's all included):
halflife.wad
cs_havana.wad
chateau.wad
gfx/env/nightup.tga
gfx/env/nightdn.tga
gfx/env/nightlf.tga
gfx/env/nightrt.tga
gfx/env/nightft.tga
gfx/env/nightbk.tga
models/player/gsg9/gsg9.mdl
sound/sjack/carstart2222.wav
sound/ambience/lv_jubilee.wav
sound/sjack/ft-onleaf.wav
sound/sjack/carstart-fail.wav
if you use batch compiler, you can easily include the use textures, that is, you select the wads as normal, but it embeds only the USED textures into your bsp.
Also, use RESGen to quickly see what textures your map is using, or you could check in hammer (this is sometimes a pain because of long filenames in the hammer texture options window)
a more clearer description of what this map is an example of might be nice too! PM me when you fix it pleez. = )
Maybe some more texture variation for different parts of the map, but it looks really great. I love the detailed bruswork though your wpolys rival 3500 in some places = )
I'd love to have a look at the source to offer some optimization tips, though it looks pretty clean.
Possible suggestions:
-sounds? (you might add some)
-add some rooms that look different like full of computer consoles or anything really.
-some doodads like a retractable bridge over that deadly liquid
-more height variation
the corridors are tight, but it's what you'd expect from a space theme.
I'm going 5 for the hard, precise work that went into this map. I don't care about playability or what have you, it's really neat ; )
*****
>
file does not exist!
Playing it again, I marvel at how nice the brushwork is: The ramps, contraptions, and mechanisms are all very well built and clean.
The base map looks really nice too btw!
Under the paramaters of the challenge, I change my rating to 5 stars.
(I don't see an edit to adjust the rating, so I'll PM the Map Vault Moderators)
Nicely sculpted world geometry, especially the spheres which appeared completely round... Sweet! The mechanisms work perfectly/smoothly. A nice base map and unique way to look at the map too. My only big complaint would be the textures are awfully flat.
For the terms of the challenge, I give you 4 stars. (If you update the textures I'll change it to 5)
Btw, I have no idea about that runtime error, but it sounds nasty!
this is most probably intentional spam to fill the the vault with garbage. I mean think, it's called "dustyworld".
Stuff like this should be deleted, and if it could be proved this is an intentional spam account, obviously should be banned permanently.
Scratch that, just rename the "Completed Maps" section to the "Epic Vault Of Utter Shit" and all will be appropriate.
It's one thing for a beginner to post their map when they genuinely believe
it's good, but this is just stupid intentional spam imo.
It should be deleted, or at the very least put in the unfinished vault. Or, just create a "Stupid/Garbage/Bullshit" vault and put it in there.
Sorry for the rant, but come on now wtf...
Whoa!
It reminds me of the jedi temple outside portions from battlefront/battlefront II. Very sleek, pretty, and the layout is well thought out. You're impressed by all this, and then you look up and go "Whoa" seeing the backdrop, which was an excellent touch.
Map is excellent, but I'll try anyway to make possible suggestions for an Alpestrine 2:
1. I was listening to sigur ros on headphones, so I can't recall if there were sounds, but they couldn't have been too loud if they were. Maybe add more?
2.Add some nice statuary or fountains. I realize r_speeds are a concern.
3. Make it a tad bigger possibley.
4. Add more vertical gameplay possibly. You could make some of the up-high windows accessible, but would probably lead to nasty campers/snipers.
5. Perhaps add interior rooms>
Don't get me wrong now, even though I mentioned all that stuff, this map is still one of the best I've seen here. It's distinctly original, pretty, and well thought out, elegant.
5 stars, and I'm adding it to my vote for map of the year.
Great work! = )
Anyway that was a dirty trick making you crouch at the end! = ) with my keyboard config, I use the same finger to go backwards as to crouch, so I guess I need a backup crouch key!!
The hardest part was the 3rd set of blocks where you have to jump between the blue/red one, other than that, not too bad!
Very well done and fun. I think it was funny/good that you chose to make walking through the duct so you hear but not see gordon. The challenges were a little tough at the end--I had to godmode for the last bullsquid and the other big guy = )
Excellent job, fun map, win.
anyway the map looks good but I can't jump hi enough to clear one block. NObody else seems to have this problem by looking at the comments, so what am I doing wrong!? = 0
Excellent example.
You might consider an optional camera to show different view points and mabye brightening a lil bit, but really good!
Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
it's the "-cliptype precise" switch for CSG.
Downside is it adds clipnodes, which maps like this usually have a lot of them already. Anyway, just a thought! = )
5waystodie3.wad
aircraft_carrier.wad
asmap.wad
cm_organicwad.wad
decals.wad
gfx.wad
halflife.wad
liquids.wad
my_wad.wad
slac_gran_marble.wad
spraypaint.wad
v_shuttle_crafts.wad
xeno.wad
zdie.wad
Seriously, get it sorted out. Remove the xcess wads or use -nowadtextures. There is no reason to have all these wads, and you should NEVER have more than 8, because it can break your compile! : O
Trying it now!
I can't think of a way to "freeze" the timer, but that's not saying it can't be done and who cares anyway!
Did you experiment with a beep or timer sound every second?... might be cool.
Awsomely awsome. Win. Sir. = )
Can't wait to check this out. = )
Note: the outer rim of the bended part is neat because you can run up and down like a skateboard on the smooth surface. The inside bend however you get stuck at the seams. I tried using the bevel texture on the seams of your pipe to fix this, but it didn't work. If there was a way to fix the "stuck" points on the inside bend it would be neat!
If you can't make the the 2mb size limit, there are tons of 3rd-party hosts...
Other people have pointed this out, why not fix it?! I just spent 10 minutes dicking around with this map and re-downloading it to see if you updated.
It's not hard to fix. look in the tutorial section. there's a tutorial that tells you how to include every texture in the map or how to include just the non-standard textures used.
A quick look in hammer at the texture wads used--under options i think--will tell you all the included wads with your map.
Last rant: maps like this should be moved to another section for maps that don't work... I mean it is the 'completed' section.
Please PM me if you fix! It looks cool from the screenshot.