Commented 15 years ago2009-02-18 04:18:44 UTC
in journal: #5636Comment #39954
Wonder what they mean by disabling double-jumping with the sandman equipped. Will doublejumps be disabled on all other weapons once you've equipped it?
Commented 15 years ago2009-02-18 00:39:20 UTC
in journal: #5636Comment #39944
Sandman looks pretty fun. I hope whatever they replace his scattergun with isn't basically the same thing with a new shell and slightly different stats. I hate that gun. >:(
Commented 15 years ago2009-02-17 02:23:23 UTC
in vault item: awp_LusHComment #17296
Um... It's a box.
- Texture scale is stupidly high. - Ambient sound is waaay too loud, doesn't loop properly and is unbelievably annoying. How could you not have noticed that? - AWP maps bore the shit out of me - No architecture to comment on. It's literally just a killbox. - Displacements are blocky.
~ Lighting is alright ~ Props are ok
Why release these horrible, unfinished maps?
And i apologise for being so brutal, but really, these are terrible.
Commented 15 years ago2009-02-17 02:16:04 UTC
in vault item: mp5_beef_arenaComment #17295
Heh. Kinda neat.
+ Some nice custom textures + The song isn't too annoying + Quite original + AWP cage. + Some nice details like light halos and spinning fans. + Cameras were actually really nicely done - especially since you used my Samsung TV as the monitor ^^
- Framerate was pretty poor. This is because of the Tyre wall. The physics are glitched on them. Try making them all Motion Disabled except the top layer. - No .nav included! Lazy! - No radar image / radar locations - Dev floor. You made some cool wall and decal textures. Why not a floor? - Bullets don't seem to impact that glass texture - Lack of solid cover - Very fast rounds. No variation. Could get boring very quickly. - Lighting is very boring for a club themed map.
It's nice enough for the style of map it is, but i really feel your skills are being wasted. Why not make a nice big cs_ or de_ map?
Commented 15 years ago2009-02-17 02:05:40 UTC
in vault item: de_dust_DumB_CSSComment #17294
This is shamefully bad. Sorry.
- No .nav included. Why should i have to build the bot nav for you? - No radar image/radar locations. - Texture scale is ridiculous (1? 2?) - Texturing in general is just bad. - No displacements at all. - Excessively blocky. - Quite possibly a direct rip/decompile of 1.6's actual de_dust. - Lighting is really dull. - No ambient sounds at all. - No originality.
I don't think i've ever reviewed a map without a single positive point before. Awful.
Commented 15 years ago2009-02-16 18:23:29 UTC
in journal: #5633Comment #52478
WAS 15. =P Besides. State rules here allow me to drive to and from school and school-related events as young as 14 and a half. This is provided you got your permit on the day of your 14th, and then took Driver's Ed between the 6 months you have to hold your permit for. Anyhow, yes FresheD, I do have a car.
Commented 15 years ago2009-02-16 15:45:38 UTC
in vault item: Zombie corridorComment #17292
Yup!! Some of the peeps here just plan damned walk on water didn't ya know that? lol Why post when a drunk that can't see straight citics your work? Baah...Post anyway kdunivan!! Everyone can learn something from the next person. Keep mapping GameMaster....having fun doing this stuff is what its all about. I am 50 y/o and learning stuff all the time.
Commented 15 years ago2009-02-16 02:32:17 UTC
in vault item: Rooms Coop - MuzzComment #17291
HOLYSHITFUCK! ^_^ (a well-earned holyshitfuck if i may say so)
++Clean, expertly, and interestingly brushed as HL maps come ++Same for textures...simply perfect, and great utilization of stock HL ++Superbly detailed +great use of sound and speaker enitites +Layout is very good, even though you are bruising the definition of "a room" = ) +Lighting is done very nicely and provides good contrast, even if it's a little brighter than i prefer.
Brushwork is clean and flows together smoothly from beginning to end. There are no jagged edges or errors to be found here, simply... flawless. Same goes for the texturing, as i would challenge anyone to find a single, misaligned or out-of-place texture in the entire map. Those emerald trims you use all around are beautiful, and i stared at them with delight throughout the whole map. The rest of the beautiful trims and detail in the rest of the map range from subtle to superb, and i'd probably have to play the map 5 more times and open up the source to not miss anything.
Negatives don't really exist for this map imo, but i'll try really hard to come up with some objective, more useful feedback:
-As said before, this is a lot more than "one room", but you are not the first to break this guideline for the project. The sheer quality of the entry(as in most others in this project) make up for any bending of the rules.
-The "reactor" could be styled. perhaps textured more effectively. It's "look" doesn't seem to match the quality of the rest of the map. Structurally though, i think it's pretty close to perfect, except maybe add some moar tubes and cables coming out of it at key spots.
-The pipes coming out of the reactor have harsh, squarish, 90-degree bends that look unnatural. I know you can make them better because i've seen you do it in the geometry challenges and other maps. = )
-If you ever "revamped" this map, i would consider adding another bank of blacked-out observation windows below the ones on the top floor. There seem to be too much space between the windows and the lower level. Alternatively, you could make the observation windows a lot bigger.
To conclude, this is meticulously well-made map in it's own rite, and another very high-quality map for the rooms coop project. It is going to be soooo hard to pick a winning room for this....
Commented 15 years ago2009-02-14 21:09:35 UTC
in journal: #5631Comment #47291
^ And that does what Skals? Teaches the child not to touch knives. (Not sure thats required anyway, the child was already hurt with the knife, stressing the fact: knives are bad)
But I don't think its necessarily the child that is the focus of help here, it is the mother.
Besides, time-outs are a discipline issue, which I think is out of the jurisdiction of the doctor, amirite?
Commented 15 years ago2009-02-14 17:31:06 UTC
in journal: #5631Comment #47289
"recommend that the mother place her child in time-out for playing with the knife"
i wouldn't want to report her or say anything bad about her if i was sure it was an accident, and if she was worried then i wouldnt want to worry her even more by saying id report her
Man my score is going to rock.
And get that media!
Congrats saw. Do you have any pics of your new pimped console?
i mean, ahem, yes yes! good job. nice hardware stuff.
- Texture scale is stupidly high.
- Ambient sound is waaay too loud, doesn't loop properly and is unbelievably annoying. How could you not have noticed that?
- AWP maps bore the shit out of me
- No architecture to comment on. It's literally just a killbox.
- Displacements are blocky.
~ Lighting is alright
~ Props are ok
Why release these horrible, unfinished maps?
And i apologise for being so brutal, but really, these are terrible.
+ Some nice custom textures
+ The song isn't too annoying
+ Quite original
+ AWP cage.
+ Some nice details like light halos and spinning fans.
+ Cameras were actually really nicely done - especially since you used my Samsung TV as the monitor ^^
- Framerate was pretty poor. This is because of the Tyre wall. The physics are glitched on them. Try making them all Motion Disabled except the top layer.
- No .nav included! Lazy!
- No radar image / radar locations
- Dev floor. You made some cool wall and decal textures. Why not a floor?
- Bullets don't seem to impact that glass texture
- Lack of solid cover
- Very fast rounds. No variation. Could get boring very quickly.
- Lighting is very boring for a club themed map.
It's nice enough for the style of map it is, but i really feel your skills are being wasted. Why not make a nice big cs_ or de_ map?
Sorry.
- No .nav included. Why should i have to build the bot nav for you?
- No radar image/radar locations.
- Texture scale is ridiculous (1? 2?)
- Texturing in general is just bad.
- No displacements at all.
- Excessively blocky.
- Quite possibly a direct rip/decompile of 1.6's actual de_dust.
- Lighting is really dull.
- No ambient sounds at all.
- No originality.
I don't think i've ever reviewed a map without a single positive point before.
Awful.
Oh, and you never do feel older right on your birthday. It only hits you a third of the way into the year.
Besides. State rules here allow me to drive to and from school and school-related events as young as 14 and a half. This is provided you got your permit on the day of your 14th, and then took Driver's Ed between the 6 months you have to hold your permit for.
Anyhow, yes FresheD, I do have a car.
++Clean, expertly, and interestingly brushed as HL maps come
++Same for textures...simply perfect, and great utilization of stock HL
++Superbly detailed
+great use of sound and speaker enitites
+Layout is very good, even though you are bruising the definition of "a room" = )
+Lighting is done very nicely and provides good contrast, even if it's a little brighter than i prefer.
Brushwork is clean and flows together smoothly from beginning to end. There are no jagged edges or errors to be found here, simply... flawless. Same goes for the texturing, as i would challenge anyone to find a single, misaligned or out-of-place texture in the entire map. Those emerald trims you use all around are beautiful, and i stared at them with delight throughout the whole map. The rest of the beautiful trims and detail in the rest of the map range from subtle to superb, and i'd probably have to play the map 5 more times and open up the source to not miss anything.
Negatives don't really exist for this map imo, but i'll try really hard to come up with some objective, more useful feedback:
-As said before, this is a lot more than "one room", but you are not the first to break this guideline for the project. The sheer quality of the entry(as in most others in this project) make up for any bending of the rules.
-The "reactor" could be styled. perhaps textured more effectively. It's "look" doesn't seem to match the quality of the rest of the map. Structurally though, i think it's pretty close to perfect, except maybe add some moar tubes and cables coming out of it at key spots.
-The pipes coming out of the reactor have harsh, squarish, 90-degree bends that look unnatural. I know you can make them better because i've seen you do it in the geometry challenges and other maps. = )
-If you ever "revamped" this map, i would consider adding another bank of blacked-out observation windows below the ones on the top floor. There seem to be too much space between the windows and the lower level. Alternatively, you could make the observation windows a lot bigger.
To conclude, this is meticulously well-made map in it's own rite, and another very high-quality map for the rooms coop project. It is going to be soooo hard to pick a winning room for this....
5 stars
* * * * *
And thanks Duabs!
[EDIT]
I was right. The map is epic
And don't tell me about the I don't know what entity for water because I placed it and made everything according to a tutorial.
Anyway, you can view it in hammer
No wait,
But I don't think its necessarily the child that is the focus of help here, it is the mother.
Besides, time-outs are a discipline issue, which I think is out of the jurisdiction of the doctor, amirite?
i wouldn't want to report her or say anything bad about her if i was sure it was an accident, and if she was worried then i wouldnt want to worry her even more by saying id report her
And NineTnine, it's you're not your.