Commented 15 years ago2009-01-13 16:00:00 UTC
in vault item: de_parkoutComment #17233
This map was pretty cool. It had neat aspects of architecture with the columns and windows. I just feel that in some parts it was a little dull. The computer area was unfilled with textlights and ambience. It seemed like an abandoned lab and so did a lot of the rest of the map. Lots of the areas were decorated and divided with nice trimwork. Some parts of the map seemed like big open rooms with props everywhere. The modern car models were pretty cool but didn't really seam to fit the map. This map shows that you have what it takes to make a playable functional map but it was just a little dry because of lacking ambience and lighting. Besides all of that it was a pretty good map..
Commented 15 years ago2009-01-13 15:54:54 UTC
in vault item: Dead LabComment #17232
This map was pretty cool. You put very much detail into every area. Although you used the old halflife textures they looked pretty good. The main problem with this map is that the gameplay would be a little claustrophobic. The door ways and entrances are a little to small to fly through at high speeds. The lift didn't seem to work everytime, I would just place a trigger_multiple on it that reset quickly. The entire map was a little small in my opinion That being cramped hallways and entrances. This is a problem I used to have when I would make multiplayer maps. You should check out the map carbaseus just to see what goldsource can actually handle. Other than that with this map you showed great potential to make clean flowing architecture. Youve created a clean fluent structured map with nice textlights and mood. Besides all that, There may have been a little too much ambience another thing I used to do a lot in my maps. You definitly have what it takes to be great mapper!
Commented 15 years ago2009-01-13 02:04:44 UTC
in vault item: hlife_hotdog_compo26Comment #17230
Great map. I especially loved the laser room. Very well put together puzzle. I also liked the maze and the setup of rotating pipes.
+ Good brushwork and texturing + Challenging puzzles
- Rotary puzzles didn't let you look at them while turning the cranks - High r_speeds - Lava room
Overall, very well done. However, the performance was poor under openGL, so I had to switch to D3D, which ran fine. Also, the vertical rotation puzzle ended up being too frustrating, so I dropped the gravity and just jumped all the way up. The lava room was also troublesome, so I ended up bypassing most of that as well.
I've finally played it, and... Best SP mod I've played in a looong time. If at all. You've definetly captured the HL spirit in this one. I'm glad to be able to say that I've played this. Everything about it was awsome, from barney reloading, to the zombies. the only complaint I have is the Black background in the last room you see, the one from the elevator. And the rest is so good I can let it slide. 10/5, if it was possible! EDIT: After some noclipping a while back, I noticed that it was just really dark back there, the background wasn't black.
Commented 15 years ago2009-01-12 15:09:17 UTC
in journal: #5567Comment #44329
Wow, way to keep the anonymousity. Anyway you'll find when you go up the education ladder, they require quite a lot of hard work. Of course it's not quantity but quality.
Commented 15 years ago2009-01-12 05:01:23 UTC
in journal: #5562Comment #49923
No.
Okey i really don't get it your saying a 3d engine integer-based engine would be better/produce less errors than one with a float system? like you could never make off-grid geometry? (oh is this the kernel of all the lulz?)
...Probably because we'd all get the boot.
Olde, if you will.
+ Good brushwork and texturing
+ Challenging puzzles
- Rotary puzzles didn't let you look at them while turning the cranks
- High r_speeds
- Lava room
Overall, very well done. However, the performance was poor under openGL, so I had to switch to D3D, which ran fine. Also, the vertical rotation puzzle ended up being too frustrating, so I dropped the gravity and just jumped all the way up. The lava room was also troublesome, so I ended up bypassing most of that as well.
Still, despite the drawbacks, a job well done.
EDIT: After some noclipping a while back, I noticed that it was just really dark back there, the background wasn't black.
http://www.podcast17.com/transmissions/c10751
Now...SCRUB ME MY BOI!
I'm sure you'll pass with flying colours, and while i'd like to say you've earned the time off - you haven't. Get modelling, bitch =]]]
http://twhl.co.za/vault.php?map=264
I use bullet points in every section
Habboi Quality Assurance. It pays.
And fuck you, she wasn't a horse.
Was a sheep.
Remove shit maps from the top maps section.
The method:
rate 1 star.
Remove shit maps from the top maps section.
The method:
rate 1 star.
Remove shit maps from the top maps section.
The method:
rate 1 star.
Remove shit maps from the top maps section.
The method:
rate 1 star.
Okey i really don't get it your saying a 3d engine integer-based engine would be better/produce less errors than one with a float system? like you could never make off-grid geometry? (oh is this the kernel of all the lulz?)