Commented 18 years ago2006-07-04 15:57:03 UTC
in vault item: homeworld_deaglewarComment #12461
It's not fullbright, but the lighting is very flat to be sure.
Try removing the light_environment, and lighting it with textlights for all the interior areas, and pointlights/light spots for the skyboxed areas. You'll will notices WAY better contrast in you map
I love the center main chamber, and the rest of the map is interestingly brushed and textured, though that one wall texture with the circles gets repetative.
Commented 18 years ago2006-07-04 15:40:08 UTC
in vault item: ka_snowshank_czComment #12459
Nicely brushed, textured and lit. An especially nice ka map imo.
random suggestions:
-make the "basment" darker -brush some poles for each corner of the fence -add some small props/detail itmes to breakup the main walls a little -the red button didn't do anything for me.
Commented 18 years ago2006-07-04 15:24:57 UTC
in vault item: aim_autosniper27Comment #12458
Some neat architecture, interesting layout, and I love the glowing ladder--textlight? Nicely thought out for a aim map
You'd get much better contrast in your lighting by not using the light_environment though. The bigger your skybox to, the worse it gets. In general, Light_environments = bland, boring lighting.
Instead, use textlights to light al the player accessible parts of the map, and maybe add pointlighting or light_spots to to make it brighter if you need to.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-07-02 12:38:28 UTC
in vault item: TrapshootingComment #12432
I didn't know you could teleport breakables!!! If I could teleport brand new ones to the launcher, it would be way easier/cleanter "reloading" the launcher
TY for the suggestions and nice comments guys ^_^ !
Commented 18 years ago2006-06-30 01:12:06 UTC
in vault item: Twisted PillarsComment #12411
I uploaded my map before I ever downloaded yours, so it's impossible that I ever used your map for reference whatsoever
Your method is actually quite different, and much easier than mine. In mine, each "piece" is made out of 3 seperate brushes, and they bend different ways.
Your method is much cleaner and perfectly symmetrical, but the finished product doesn't really look like Skarrj's columns.
Besides, VOX completed his before you, so HE wins the internet!
Commented 18 years ago2006-06-29 02:46:00 UTC
in vault item: Twisted PillarComment #12406
Very cool method!
At first I was perplexed how you did it, but as soon as I got the first set of piece done, it was copy/paste, put it into position, and finally rotate the outer vertices 15?, and simply repeat.
Then when one "blade" is done, simply copy, paste, and rotate 90? for each remaining side.
Very nice work, and the finished product is very clean.
This gives me some ideas mwhahahaha! <rowleybob twiddles fingers like Mr. Burns. :P>
Commented 18 years ago2006-06-25 23:19:43 UTC
in vault item: Game EndingComment #12381
Seventh:
You should include what entites you've used in this bitch in the description, so people can find it! I was only able to find it for someone else, because I knew it previously existed. Maybe something like:
This map shows you how to end your level, and employs the following entities:
Commented 18 years ago2006-06-25 00:38:53 UTC
in vault item: aim_neon_abyssComment #12358
Neat Idea, and definitely 100 times nicer than the typical aim map!
The shadows from the green neon thingies will look more uniform if you scale down that floor texture a bit--at least I think so, and that's inferring you WANT it to look more uniform
Nice, smooth-lookin, two-sided volumetric light as well.
Commented 18 years ago2006-06-25 00:15:59 UTC
in vault item: de_nightstrikeComment #12357
Neat stuff, as I said before, and some nice detail like the broken light switch, burried stuff, truck and other little details.
+Nice new ambients +As I said before, great detailing! +Nice underground area--didn't notice it before! -still using pointlights, hence the weird round shadows... +The layout seems much more manageable now, even though it isn't that much changed imo...maybe it just took playing it again
Commented 18 years ago2006-06-23 02:26:54 UTC
in vault item: cs_road_exComment #12301
Some really cool shit in this map! (are you sure your not an alias of WorldCraft Dude? ^_^ )
Really cool urban environment, though it's so huge, it would take me 20 times playing it to get a good handle on the layout, and explore all areas. Too big and to counfusing of a layout would be my biggest complaint. (I don't like big maps, so I'd consider myself a bit bias in this area)
That said you have lots of superb detail paced in this map, and interesting/creative areas like those big underground tunnels--lighting looked great down there to btw--, the sewers, and the buildings inside and out. Giant area + tons of detailed architecture = gargantuan wpolys... but I'm sure you well aware of this
So while it's not the most playable map in the world, this map still shows you have a great command of brushwork, ambience--nice ambience and trigger ambients btw too!!!--, and ligthing.
Misc gripes:
-scale on that nice momentary button/dial was gigantically huge, but it was so cool, I didn't care much
-lots of doors that didn't open... another pet peeve of mine
-Some intersecting brushes with the glass on the windows at the "bus station" --that was also a sweet area
Commented 18 years ago2006-06-18 16:38:49 UTC
in vault item: fy_1deagComment #12270
Nice enough for what it is, and it "feels" like it would be fun to play with the three levels: Ground, on top of boxes, and catwalk.
Architcture is fine, albeit a little boring. Maybe add some additional detail to break up the awful concrete block walls--beams, signs, doors, other support structures, etc.
Maybe some custom crate textures, or something other than crate textures in the middle area might help too--fork lifts, conveyors, packaging machines, pallets, etc.
Commented 18 years ago2006-06-15 18:22:19 UTC
in vault item: Prefab PackComment #12252
I would recommend putting them all in one map, and making a bsp for the lazy ones--like me. Still include the .rmf of course, but put them all in one...no reason to have 6 different ones imo.
Commented 18 years ago2006-06-15 18:17:24 UTC
in vault item: cs_rushdownComment #12251
+ Neat/original layout + Nice textures +/- Light fixtures are interesting, but a little weird, which is ok I guess. +/- Some nice detail with trim, railing, supports... but you need more. - Not really any props in the map except some boxes = bad imo. - stairs are too steep and not textured very well. + Very smooth performance - no ambients?
A nice map, but not very inspiring imo. Maybe a stronger theme to give the player an idea what people in this building do, or something. Some more props and detail as I've already said would help, but I think the bottom line is the "idea" needs to be refined a little more.
Nice map!
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-09 03:41:07 UTC
in vault item: Air fireComment #12169
You should probably label this fy_airfire or somethig.
+weapons crates +Nice architecture, relief, and layout. -could use more props, detail items--though that mini sloped rock formation looked quite nice! +Nice enough lighting, (add some fixtures in some the dark rooms though) -no ambients
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-09 03:12:17 UTC
in vault item: An evening walk on a roofComment #12167
Scratch last, I had the old version downloaded...SORRY!
I didn't personally get much from the example, but maybe someone else will.
I must say I've never noticed that little transparent elevator texture before--prolly becuase it's so small! I have a couple ideas where I can use that right now, thanks!
Commented 18 years ago2006-06-07 02:39:39 UTC
in vault item: GaussfobiaComment #12136
Very neat stuff.
I like how you blended the sky with the terrain, and although it has some issues--water doesn't look too "watery", and you can see the lava underneath--, it's still very nice.
Terrain is excellent. Varying it with foliage and small props was a nice touch too. Texturing is ok at best though...that redstone became very painful to eyes after a while, and looked unnaturally red--were the rocks textlights, was the lava light bleeding through, or was i just the texture?
Different ambients for different parts of the map was nice, as well the "deathcry" you hear when you fall off the cliff :)!
Lava area was great and nice ambients there too, though I would vary the textues a little there too to make it a little more interesting--add some black textured stalactites perhaps, add some crystals...somethign to break it up a little. Lava flows looked great!
I have to go negative on the layout too. I walked around for a long time, with still no really good idea of the place. I would try to simplify it a bit.
I liked the volumetric light in the upper cave...very nice effect!
And finally, excellent original theme for HLDM, nicely pulled off I would say.
Commented 18 years ago2006-06-05 20:09:42 UTC
in vault item: gsbComment #12131
Excellent first map!
Much Like my first map, your mapping something exactly, and not really a playable map.
I love those intricate double doors, yet they are scaled a little too big.
I can't nitpick this too much since it's obviously your first or second map, but heres a few suggestions:
-Learn how to use textlights. Only use pointlights for effects like flickering. And if you do use pointlights, make sure you build a fixture for them!
-Add more detail like more furniture, chalkboards, molding, toilets, paper towel dispensers, etc. ANYTHING that's there in real life is fair game. I would say be careful not to add too much detail, but nobody ever seems to do that!
-This map is gigantic. If you want to make it a playable de map, modify/shrink the layout to make it so you can run from one end of the map to another in a reasonable amount of time, and it's not too complicated.
Nice first map, and good luck with your future stuff!
Commented 18 years ago2006-06-02 21:41:33 UTC
in vault item: RobotComment #12111
Sweet mecha work!
Nice touch with the target sprite by the keypad! (does the keypad do anything?)
It would be cool if you could make hime more interactive though, by say touching a button to open his missile racks, fire his cannons, toggle lights, etc.
Commented 18 years ago2006-06-02 21:26:54 UTC
in vault item: Divine Time-SlipComment #12110
Nice little DM map!
+light fixtues ++"WATERVATOR-- +10,000 points(never saw that before!!) +/-Architecture is pretty plain, but adequete. +intersting use of sprites +nice ambients
Nice job, bu i award 5 stars for the "Watervator"...AWESOME
Not really, but just gay 'cause I can't play it
I'm sure it's excellent like your other stuff tho
If you provide the correct directory structure when you upload, Nuubes like me won't be able to screw it up
You want the shadows to be dark, and the light areas to be bright...contrast.
I don't know the most about lighting, but I know sharp contast is good
Try removing the light_environment, and lighting it with textlights for all the interior areas, and pointlights/light spots for the skyboxed areas. You'll will notices WAY better contrast in you map
I love the center main chamber, and the rest of the map is interestingly brushed and textured, though that one wall texture with the circles gets repetative.
Nice Work!
random suggestions:
-make the "basment" darker
-brush some poles for each corner of the fence
-add some small props/detail itmes to breakup the main walls a little
-the red button didn't do anything for me.
You'd get much better contrast in your lighting by not using the light_environment though. The bigger your skybox to, the worse it gets. In general, Light_environments = bland, boring lighting.
Instead, use textlights to light al the player accessible parts of the map, and maybe add pointlighting or light_spots to to make it brighter if you need to.
Also, even if it was, the pushables behave erratically on the conveyor, at best.
If you figure out a way to do this, let me know!
TY for the suggestions and nice comments guys ^_^ !
We all get a peak in to the mapping mind of Muzzie by watching the video!!
What did you use to record? How many takes? Very cool Method BTW, and thanks for the VIDEO!
^_^!!
Maybe we should have some mini brushing competitions more often!
Your method is actually quite different, and much easier than mine. In mine, each "piece" is made out of 3 seperate brushes, and they bend different ways.
Your method is much cleaner and perfectly symmetrical, but the finished product doesn't really look like Skarrj's columns.
Besides, VOX completed his before you, so HE wins the internet!
^__^
At first I was perplexed how you did it, but as soon as I got the first set of piece done, it was copy/paste, put it into position, and finally rotate the outer vertices 15?, and simply repeat.
Then when one "blade" is done, simply copy, paste, and rotate 90? for each remaining side.
Very nice work, and the finished product is very clean.
This gives me some ideas mwhahahaha! <rowleybob twiddles fingers like Mr. Burns. :P>
+cute breakable stone area.
+Nice mention of TWHL on the map.
People remake these maps 100 times with one thing always in common: there is ablsolutely no theme to the map.
Maybe addind a different theme like "ScoutzKnives_Space", "ScoutKnivez_wildwest" or some such would be more intersting lol
Or maybe, just maybe, stop remaking this damn map! ^_^
I love the lighting and the idea of the map.
Only minus is the HOM effect on the ceiling, but points for added "psychedelicness" lol
You're right too...warning stripes are pretty pwn.
WARNING STRIPES AND BOLSHEVISM FTW!
You should include what entites you've used in this bitch in the description, so people can find it! I was only able to find it for someone else, because I knew it previously existed. Maybe something like:
This map shows you how to end your level, and employs the following entities:
env_fade
trigger_endsection
multi_manager
game_text
etc.
This way, anyone types in those, WALLOP, up comes your masterpiece
The shadows from the green neon thingies will look more uniform if you scale down that floor texture a bit--at least I think so, and that's inferring you WANT it to look more uniform
Nice, smooth-lookin, two-sided volumetric light as well.
+Nice new ambients
+As I said before, great detailing!
+Nice underground area--didn't notice it before!
-still using pointlights, hence the weird round shadows...
+The layout seems much more manageable now, even though it isn't that much changed imo...maybe it just took playing it again
Nice work!
I never realized it, but I suppose I'm a bit of a hl/cs purist after-all
Really cool urban environment, though it's so huge, it would take me 20 times playing it to get a good handle on the layout, and explore all areas. Too big and to counfusing of a layout would be my biggest complaint. (I don't like big maps, so I'd consider myself a bit bias in this area)
That said you have lots of superb detail paced in this map, and interesting/creative areas like those big underground tunnels--lighting looked great down there to btw--, the sewers, and the buildings inside and out. Giant area + tons of detailed architecture = gargantuan wpolys... but I'm sure you well aware of this
So while it's not the most playable map in the world, this map still shows you have a great command of brushwork, ambience--nice ambience and trigger ambients btw too!!!--, and ligthing.
Misc gripes:
-scale on that nice momentary button/dial was gigantically huge, but it was so cool, I didn't care much
-lots of doors that didn't open... another pet peeve of mine
-Some intersecting brushes with the glass on the windows at the "bus station" --that was also a sweet area
Beautiful work!
^_^
Architcture is fine, albeit a little boring. Maybe add some additional detail to break up the awful concrete block walls--beams, signs, doors, other support structures, etc.
Maybe some custom crate textures, or something other than crate textures in the middle area might help too--fork lifts, conveyors, packaging machines, pallets, etc.
Perfectly done, as your walls have the same exact wpolys as a regular wall, due to the nulling. 30 unints is also a very acceptable wall width.
I think this finally, unequivocally, and very nicely answers the "bulleproof" wall problem for cs...Bravo!
I lowered the tables about 5 units, and suprisingly, they look substantially better!
Thanks for the input :P!!1
And if your going to torture us in this way, at least include a workable .bsp for us to play with...it's sort of just good etiquette imo.
Welcome to TWHL btw!
+ Nice textures
+/- Light fixtures are interesting, but a little weird, which is ok I guess.
+/- Some nice detail with trim, railing, supports... but you need more.
- Not really any props in the map except some boxes = bad imo.
- stairs are too steep and not textured very well.
+ Very smooth performance
- no ambients?
A nice map, but not very inspiring imo. Maybe a stronger theme to give the player an idea what people in this building do, or something. Some more props and detail as I've already said would help, but I think the bottom line is the "idea" needs to be refined a little more.
Nice map!
Thanks for playing it!
I thought I made them 30 units high, but I will double check, thanks :).
"fire.spr" now included for Half-Life users!
+weapons crates
+Nice architecture, relief, and layout.
-could use more props, detail items--though that mini sloped rock formation looked quite nice!
+Nice enough lighting, (add some fixtures in some the dark rooms though)
-no ambients
I didn't personally get much from the example, but maybe someone else will.
I must say I've never noticed that little transparent elevator texture before--prolly becuase it's so small! I have a couple ideas where I can use that right now, thanks!
More people will look at your map if you include a workable BSP.
No excuse for not fixing this, after people have told you .wads are missing.
I like how you blended the sky with the terrain, and although it has some issues--water doesn't look too "watery", and you can see the lava underneath--, it's still very nice.
Terrain is excellent. Varying it with foliage and small props was a nice touch too. Texturing is ok at best though...that redstone became very painful to eyes after a while, and looked unnaturally red--were the rocks textlights, was the lava light bleeding through, or was i just the texture?
Different ambients for different parts of the map was nice, as well the "deathcry" you hear when you fall off the cliff :)!
Lava area was great and nice ambients there too, though I would vary the textues a little there too to make it a little more interesting--add some black textured stalactites perhaps, add some crystals...somethign to break it up a little. Lava flows looked great!
I have to go negative on the layout too. I walked around for a long time, with still no really good idea of the place. I would try to simplify it a bit.
I liked the volumetric light in the upper cave...very nice effect!
And finally, excellent original theme for HLDM, nicely pulled off I would say.
Good Work!
Much Like my first map, your mapping something
exactly, and not really a playable map.
I love those intricate double doors, yet they are
scaled a little too big.
I can't nitpick this too much since it's obviously
your first or second map, but heres a few suggestions:
-Learn how to use textlights. Only use pointlights for
effects like flickering. And if you do use pointlights,
make sure you build a fixture for them!
-Add more detail like more furniture, chalkboards,
molding, toilets, paper towel dispensers, etc. ANYTHING
that's there in real life is fair game. I would say be
careful not to add too much detail, but nobody ever
seems to do that!
-This map is gigantic. If you want to make it a
playable de map, modify/shrink the layout to make it
so you can run from one end of the map to another in
a reasonable amount of time, and it's not too
complicated.
Nice first map, and good luck with your future stuff!
http://ipa.buffalostate.edu/~rowleybob/battlefront_cs.JPG
http://ipa.buffalostate.edu/~rowleybob/battlefront_hl.JPG
OMG make your map names smaller! (just kidding, but seriously)
+double waterfall(but still square as hell)
+your use of Xen models for props/traps was nice, but could be improved.
Nice touch with the target sprite by the keypad! (does the keypad do anything?)
It would be cool if you could make hime more interactive though, by say touching a button to open his missile racks, fire his cannons, toggle lights, etc.
Nice work!
+light fixtues
++"WATERVATOR-- +10,000 points(never saw that before!!)
+/-Architecture is pretty plain, but adequete.
+intersting use of sprites
+nice ambients
Nice job, bu i award 5 stars for the "Watervator"...AWESOME
WATERVATOR.
5 stars