Commented 16 years ago2008-02-21 20:41:14 UTC
in vault item: fy_dustyworldComment #16441
Well, I agree that it looks bad but if he puts some more EFFORT into his maps he could be quite good. Note the capitals RAYK!!! Except for your sad effort in black junk...
Texturing 9/10 Nice! The texture work was almost flawless, just a few misaligned textures on those pod things.
Entity Placement 8/10 No guns??? But bashing Islaves is quite fun :-). Great effects, really makes the level come to life.
Design 9/10 Very efficient map design. Good use of the vertical game ability and continuity.
Ambience 7/10 An improvement for sure, lighting is nice, just missing a bit of ambience in some places.
Map Skill 9/10 Aside from the nice use of HL prefabs and a few blocky buildings, you did extremely well on this map. Also, remember that HL2D has the skybox ability. So you could use that tower in the skybox so players can always see it (to simulate it being far away)
Total 8/10 (4 stars) I hope you finish the story, sounds quite good and your intro map is extremely well polished.
Commented 16 years ago2008-02-19 00:23:01 UTC
in vault item: fy_dustyworldComment #16426
Texturing 4/10 While the textures suited the theme very well, there were just too many texture alignment errors. Most of the crates were wrong and the ladders were not very good.
Team Balance 8/10 Lots of cover up on the second level for the snipers but down below other than a few wooden blocks you are in a bit of trouble. Which is OKAY because the weapons you supply are almost identical in operation.
Design 6/10 Size is perfect for a fy map and the cover arrangement is effective.
Ambience 3/10 Lighting was a bit boring, too bright and there are not enough shadows cast. No sounds either...
Map Skill 4/10 Overall it is good but the stone blocks looked like buildings at first but there weren't even any doors to make them look like buildings so you could do some work there.
Total 4/10 (2 stars) A very fun fy map but you could have made it look much better. Spruce it up a bit and release another, it's always good to redo a map.
Commented 16 years ago2008-02-19 00:21:34 UTC
in vault item: Awp_VoryardComment #16425
Texturing 8/10 The map was well textured, a few lines where you added the dirt effect on the floor but hardly noticable.
Team Balance 4/10 There isn't enough space or cover between teams and so there is a high chance of being killed on respawn. But the limit of weapons evens it out a bit.
Design 6/10 This one is just a bit too small but the tower in the middle is a really big help.
Ambience 5/10 The lights were almost perfect and while you did add some sound it's not very much. But then again, you'll be shooting so much you can barely hear anything anyway
Map Skill 7/10 You did a nice job on the actual construction of the map. Nice trims, I like the pillar in the middle and the crates are well placed.
Total 6/10 (3 stars) An extremely small map like this has it's downsides but it is good fun with a few other players, no matter how much you get killed.
Commented 16 years ago2008-02-15 20:43:53 UTC
in vault item: awp_2tabereComment #16391
Texturing 8/10 The texturing was was very good. Aside from the ladder sides not being textured properly and the rocks seemed a bit too repetitive (might look better as concrete or brick??) it was textured well.
Team Balance 8/10 (Because CS doesn't need entities) I think you set the teams up pretty evenly matched although there isn't a great deal of cover for either.
Design 7/10 Gotta love them killboxes. The simple design is only effective for a fast deathmatch, which is really a large portion of CS anyway!
Ambience 7/10 Yay! Someone took a bit of time! Nice simple ambience noise is all you need and the lighting was effective and set just right to allow you to see the light/dark shades.
Map Skill 5/10 Overall, anyone (and quite a few have) could have made a map like this but it is always good to see someone's own idea for the same style of map.
Total 7/10 (4 stars) Many would disagree based on the fact it is a rather boring map with no distinctive features but I like to see maps with someone's own personality on their own, not compared with other's ideas and skills. Which is why I want to start reviewing every map that enters the vault, many maps like this get overlooked and I think it is a real shame. Anyway, good work, maybe you might extend this map further? (wink, wink, nudge, nudge
Texturing 7/10 Aside from a few random texturing bugs, looked very nice indeed
Entity Placement 6/10 The crowbar at the start would have been nice and being able to see the monsters that lay just on the other side of the door would of helped a bit. Could have used more health packs and one bullsquid was stuck in the floor and had the ugly yellow blobs but otherwise well placed.
Design 9/10 Extremely well done. Adding extra areas for continuity and the overall layout for a 2D map was very good
Ambience 4/10 I've see this alot and I learnt from my mistakes. I start the level and can't hear anything but monsters! Lighting was nice which is why you got a 4 but sound is the other half of the score and there wasn't much of it.
Map Skill 8/10 Again, very well done. Aside from a couple of split faces the map was neat and smooth
Total 7/10 (4 stars) A very good map that suits Flat-Life very well. Next time add a ".hl2d" file, you need them so when you press NEW GAME it goes to the lobby map where everybody can easily select your map!!! Duh! Read ChickenFist's instruction manual!!!
Commented 16 years ago2008-02-08 20:49:53 UTC
in vault item: dm_titan_r1Comment #16356
Texturing 8/10 Texturing was suited for the theme and the light glows on the walls was a great looking feature
Weapon Placement 9/10 Weapons were well placed for a pretty even game
Design 8/10 The second level was nicely made to provide player who are up there a bit of cover from the ground but perhaps also a bit of cover from other players up there?
Ambience 5/10 Ambience also covers lighting and it was very pretty but not too harsh on the eyes but sound-wise it was a bit lame
Map Skill 7/10 Appropriate trims, breaking up textures with a center texture piece and the jump pads were very good
Total 7/10 (4 stars) Good mapping skills you have there, refine them and keep up good work!
Commented 16 years ago2008-02-02 23:38:35 UTC
in vault item: war_coop1Comment #16324
Texturing 3/10 I think I saw two textures, but at least they suit the theme
Weapon Placement 3/10 Aside from the hidden weapons, it's good to have a weapon stash but you could have spread it over the entire map instead of all in one spot
Design 7/10 The maze-like layout was interesting and fun but got kind of boing towards the end, it's also too easy, I did it on my own in just a few minutes. If your're thinking of a coop map I think players would have more fun killing each other and the barneys because you didn't add info_nodes!
Ambience 5/10 Music was cool
Map Skill 2/10 Very bad rock formations and the map is basically a killbox, and not a nice-looking one either
Total 3/10 (2 stars) A bit of fun but you really do need to improve your skills
Commented 16 years ago2008-01-22 22:37:03 UTC
in vault item: Anti RealityComment #16272
Fog was really a trial effect actually using brushes rather than an entity effect. I have the Hi-Def pack installed on my computer but this should not affect yours. After losing everything on a recent hard-drive failure, I will remake the map, I will encolse it a bit more and use HINT brushes to improve the r_speeds and fps.
Commented 16 years ago2007-12-06 20:53:36 UTC
in vault item: Forum / The RunComment #16082
Nicely done! As you said, there are a few mistakes so I had to noclip a bit and there wasn't really enough health but the architecture was well designed. I especially liked the curved tunnel.
The fact that you can't see the blocks coming was intentional. This was to make the game progressively harder and make it more challenging. Trust me, I know full well how hard it is, took me about 40 tries to win and I made the map!
Commented 17 years ago2007-09-23 21:59:53 UTC
in vault item: Xen Crystal (HL1 SP Mod)Comment #15665
I noticed this problem too. I think you are not allowed to change level underwater (causes problems???). I recommend jumping to level 4 because I stopped there and then started up again later.
Commented 17 years ago2007-09-23 04:12:00 UTC
in vault item: Xen Crystal (HL1 SP Mod)Comment #15659
I don't mind bad reviews, I just put this up so people could have some fun and play something a little different. Trust me, I KNOW it's bad. But as it was the first mod I ever made back when I just started mapping for HL I kept it for my timeline of hl mapping. I was planning a sequel but I didn't bother with it. I have the storyline written down somewhere if anyone wants to make the sequel.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-08-06 23:44:40 UTC
in vault item: Fathom 2.4Comment #15531
Those fish were actually just leeches with a different model and yes, i put them intentionally in annoying places like the cafeteria because the tables and bright light hide them and they sneek up and bite your ass! Also, this mod was loosely based on the movie "Deep Blue Sea". @srry FileFront send you an email saying you have four days to 'save' your file. They put it in a queue and you have four days to login and check a box to say don't delete so I don't mind, I put it here because Dave said he only just played it so I assumed many people haven't checked the comp page and put it in the vault to get some more downloads on it and feedback.
Commented 17 years ago2007-08-06 04:14:58 UTC
in vault item: High streetComment #15515
Geez, you people love to drag people down. I didn't like this one, to much empty space and the houses just felt poor in comparison because of what was outside. I'll give it a 2 just because it was a good map coming but fell short.
Commented 17 years ago2007-08-06 04:12:03 UTC
in vault item: upenderComment #15514
I like the layout of this map, make it larger or get rid of the black and add scenery, better texturing and add some fun stuff like secrets and traps. This kind of map is begging for some. I having a friend rate 5 stars is a bit cheap but dragging his map down with 1 star ratings just to drop the 5 star rating is rather bad. You should have done that THEN rate it properly based on the actual map. We are supposed to be rating the map after all and not the person! This map could be much better, I recommend working on it.
Commented 17 years ago2007-05-04 03:22:52 UTC
in vault item: AlpestrineComment #14792
I liked the building stretching into the sky the best but overall it was fantastic. The only bad thing was the wind sound, you made it too loud and gave me a headache after listening to it for several minutes. Nice dm level!
Commented 17 years ago2007-03-16 02:14:17 UTC
in vault item: xdm_sharppainsComment #14389
I thought you did a nice job, I like good custom textures. Only a few little things to say. Some of the textures like the vines were mis-textured and I found they had the same texture on the bottom. The func_illusionary in the roof needs to be made a bit better but otherwise it was really good. Nice use of bumpy terrain in that back section too. One note that is really my fault, put clip brushes to block players getting to high and seeing the unmade roofs. My fault because I love gauss jumping up as high as I can, which is good because I often find thing map-makers miss because normally, the player dosn't get that high. Good job though!
Commented 17 years ago2007-03-13 22:05:32 UTC
in vault item: VertigoComment #14376
I guess it would be a pretty popular name, but I couldn't be bothered searching through everyone's map just to check. Anyway, I made this before I started using the internet so I wasn't bothered with names and I don't really want to change the name. Sorry to whoever made another map called vertigo.
Commented 17 years ago2007-01-29 23:14:12 UTC
in vault item: OctangleComment #14105
Spirit 1.4 DM is bugged something cronic! It crashed every time I died but 1.5 Alpha 4 is much better and almost bug free. Except cheaters may crash the game. Noclip and god mode seem to crash HL when I use them.
Commented 17 years ago2007-01-23 23:04:25 UTC
in vault item: OctangleComment #14065
It's a Spirit deathmatch level so releasing it as a minimod would kind of be pointless. Still, maybe I will release a Spirit DM minimod and make my own maps for it. Is that a good idea?
Commented 17 years ago2007-01-01 06:20:18 UTC
in vault item: SpidermanComment #13876
I will admit, this isn't my best map but I got the idea one day and thought it was an original idea. I didn't spend long making this, it took me few hours to build, but me and my dad played it on a LAN game and it was good fun.
Commented 17 years ago2006-12-23 21:40:26 UTC
in vault item: Santa's Revenge (SP Mod)Comment #13805
This mod was made with Spirit of Half-Life so any crashes would have to be taken up with Laurie Cheers. I was also squished for time to get this up before christmas so I only had three weeks to make this mod so I will admit, if I had more time, I could have done better. Again, I apologise for the third level being slow, I usually can't run VIS on normal because it just doesn't compile, so the last three levels were compiled on the '-fast' setting. Sorry about that. There was also a new grenade model that I made myself. I am not much of a model maker but I can animate models really well. Thanks for all your comments, I appreciate the feedback
Commented 17 years ago2006-12-23 09:48:24 UTC
in vault item: Santa's Revenge (SP Mod)Comment #13798
Sorry to all for any bugs but I'll answer a few of your questions here. I know it's slow but I have a problem with VIS. Most of the time I have to run VIS on '-fast' cause it will sit there for hours and hours and hours getting nowhere. Something happened to the assassin model elf, it is just a copy of the grunt model but something went wrong, I don't know what. I am new to using Spirit, so it could have been better I admit but for now I am learning to use it. I needed kid models and that was all I could get within my time frame and they're DWARVES not vikings.
Commented 17 years ago2006-12-12 23:01:30 UTC
in vault item: ZtohnrageComment #13678
The map is just for Opposing Force Multiplayer. You might get away with running it in Half-Life but you will lose all the Opposing Force weapons (sniper rifle, ect).
Nice! The texture work was almost flawless, just a few misaligned textures on those pod things.
Entity Placement 8/10
No guns??? But bashing Islaves is quite fun :-). Great effects, really makes the level come to life.
Design 9/10
Very efficient map design. Good use of the vertical game ability and continuity.
Ambience 7/10
An improvement for sure, lighting is nice, just missing a bit of ambience in some places.
Map Skill 9/10
Aside from the nice use of HL prefabs and a few blocky buildings, you did extremely well on this map. Also, remember that HL2D has the skybox ability. So you could use that tower in the skybox so players can always see it (to simulate it being far away)
Total 8/10 (4 stars)
I hope you finish the story, sounds quite good and your intro map is extremely well polished.
Concrete and glass, not a nice look. You could have at least used a nice texture.
Team Balance 8/10
The two levels make it interesting except for those at the bottom who always get jumped on
Design 0/10
It's a box. With a small floor in between. It's been done, and this is not a prime example.
Ambience 0/10
There is absolutely no ambience.
Map Skill 1/10
You didn't put any skill in this whatsoever.
Total 2/10 (1 stars)
This map will get boring very quick for players. Not a good map at all.
While the textures suited the theme very well, there were just too many texture alignment errors. Most of the crates were wrong and the ladders were not very good.
Team Balance 8/10
Lots of cover up on the second level for the snipers but down below other than a few wooden blocks you are in a bit of trouble. Which is OKAY because the weapons you supply are almost identical in operation.
Design 6/10
Size is perfect for a fy map and the cover arrangement is effective.
Ambience 3/10
Lighting was a bit boring, too bright and there are not enough shadows cast. No sounds either...
Map Skill 4/10
Overall it is good but the stone blocks looked like buildings at first but there weren't even any doors to make them look like buildings so you could do some work there.
Total 4/10 (2 stars)
A very fun fy map but you could have made it look much better. Spruce it up a bit and release another, it's always good to redo a map.
The map was well textured, a few lines where you added the dirt effect on the floor but hardly noticable.
Team Balance 4/10
There isn't enough space or cover between teams and so there is a high chance of being killed on respawn. But the limit of weapons evens it out a bit.
Design 6/10
This one is just a bit too small but the tower in the middle is a really big help.
Ambience 5/10
The lights were almost perfect and while you did add some sound it's not very much. But then again, you'll be shooting so much you can barely hear anything anyway
Map Skill 7/10
You did a nice job on the actual construction of the map. Nice trims, I like the pillar in the middle and the crates are well placed.
Total 6/10 (3 stars)
An extremely small map like this has it's downsides but it is good fun with a few other players, no matter how much you get killed.
The texturing was was very good. Aside from the ladder sides not being textured properly and the rocks seemed a bit too repetitive (might look better as concrete or brick??) it was textured well.
Team Balance 8/10
(Because CS doesn't need entities) I think you set the teams up pretty evenly matched although there isn't a great deal of cover for either.
Design 7/10
Gotta love them killboxes. The simple design is only effective for a fast deathmatch, which is really a large portion of CS anyway!
Ambience 7/10
Yay! Someone took a bit of time! Nice simple ambience noise is all you need and the lighting was effective and set just right to allow you to see the light/dark shades.
Map Skill 5/10
Overall, anyone (and quite a few have) could have made a map like this but it is always good to see someone's own idea for the same style of map.
Total 7/10 (4 stars)
Many would disagree based on the fact it is a rather boring map with no distinctive features but I like to see maps with someone's own personality on their own, not compared with other's ideas and skills. Which is why I want to start reviewing every map that enters the vault, many maps like this get overlooked and I think it is a real shame. Anyway, good work, maybe you might extend this map further? (wink, wink, nudge, nudge
Aside from a few random texturing bugs, looked very nice indeed
Entity Placement 6/10
The crowbar at the start would have been nice and being able to see the monsters that lay just on the other side of the door would of helped a bit. Could have used more health packs and one bullsquid was stuck in the floor and had the ugly yellow blobs but otherwise well placed.
Design 9/10
Extremely well done. Adding extra areas for continuity and the overall layout for a 2D map was very good
Ambience 4/10
I've see this alot and I learnt from my mistakes. I start the level and can't hear anything but monsters! Lighting was nice which is why you got a 4 but sound is the other half of the score and there wasn't much of it.
Map Skill 8/10
Again, very well done. Aside from a couple of split faces the map was neat and smooth
Total 7/10 (4 stars)
A very good map that suits Flat-Life very well. Next time add a ".hl2d" file, you need them so when you press NEW GAME it goes to the lobby map where everybody can easily select your map!!! Duh! Read ChickenFist's instruction manual!!!
Texturing was suited for the theme and the light glows on the walls was a great looking feature
Weapon Placement 9/10
Weapons were well placed for a pretty even game
Design 8/10
The second level was nicely made to provide player who are up there a bit of cover from the ground but perhaps also a bit of cover from other players up there?
Ambience 5/10
Ambience also covers lighting and it was very pretty but not too harsh on the eyes but sound-wise it was a bit lame
Map Skill 7/10
Appropriate trims, breaking up textures with a center texture piece and the jump pads were very good
Total 7/10 (4 stars)
Good mapping skills you have there, refine them and keep up good work!
Missing pillar.wad
fix please...
I think I saw two textures, but at least they suit the theme
Weapon Placement 3/10
Aside from the hidden weapons, it's good to have a weapon stash but you could have spread it over the entire map instead of all in one spot
Design 7/10
The maze-like layout was interesting and fun but got kind of boing towards the end, it's also too easy, I did it on my own in just a few minutes. If your're thinking of a coop map I think players would have more fun killing each other and the barneys because you didn't add info_nodes!
Ambience 5/10
Music was cool
Map Skill 2/10
Very bad rock formations and the map is basically a killbox, and not a nice-looking one either
Total 3/10 (2 stars)
A bit of fun but you really do need to improve your skills