*sigh. I'm working on detail. I think day 2 AND day 3 in a single map would'nt work, with the size of the maps. If you want to continue the seiries, let me know, I have 3D mapping to do as well. EDIT: There. Added a bit of detail, and the RMF's for the entire trilogy. And I'm DONE working on it. PM me if you want to work on it.
Commented 15 years ago2008-12-04 16:28:55 UTC
in vault item: Simple cameraComment #5488
I'm not sure but I think we already have a camera example map in the vault. I suggest checking the vault before submitting an example map. Good job, anyway.
Commented 15 years ago2008-12-03 21:40:34 UTC
in vault item: de_shadysandsComment #5489
+terrain looks superbly constructed +terrain texturing +general construction +detailing +decal use
-stuck points -walkthrough tapestry/rugs weird -scale a little large inside house imo (windows height, furnit) -invisible border--is it just the grade or you have clips? -sounds? (i was playing music so i might have missed subtle ones)
One thing i found really cool is there were no visual errors which usually come with this type of construction. One way to combat the stuck points might be to make the problem areas func_illusionaries and then put some simple, invisible stuff underneath... illusionaries also give you better clipnode economy ; )
i couldn't find the easter egg and the only destructible item i could find was the poster covering the "Orchid Eater" book. = )
i'll go 5 for shear beauty, errorless appearance, and scope of the terrain (even if you couldn't walk on that much).
There. I did it. It was a rush job, but I did it. And if you don't like it, you have a copy of my RMF so you can make your own. I hope you enjoy it, but if you don't you know how to make it more to your liking.
Commented 15 years ago2008-12-03 14:26:12 UTC
in vault item: de_stroikesComment #6330
I really don't know how to review this without sounding too harsh. I do like it, but I'm worried that's simply because it reminds me of vertigo which always has a place in my heart.
Architecture is completely un-notable. While i see you were trying to replicate the feeling of Vertigo, and you did that very well, I can't help but feel that replicating a map that's probably 8 years old by now is a bad idea. I would have preferred to see your own graphical interpretation of the classic map, rather than something so similar.
Texturing is bland and in some cases quite odd. The concrete vent and exceptionally dull staircase are the two cases that stood out most for me. Your use of decals was quite nice, but more would have been better to add variety unless you used more varied textures.
Lighting is just as bland. The job of lighting is to amplify, compliment and add variety to the brushwork and texturing. Your lighting does none of these. Repeated use of the same dull off-cream colour just makes everything look bland. Probably the worst point.
As far as atmosphere is concerned, I noticed you only added sound in one area (bombsite B, i think.) This makes the sound stand out rather than be in the background like it should be. There shouldn't be a notable transition between silence and sound. Put some ambience in the inside areas too.
I wont bother commenting on gameplay since the map from base was far too small to make a decent game, but you at least did try to make an interesting layout in the limited space you had.
I like it. I really do... I just don't know why. sorry ):
Commented 15 years ago2008-12-02 21:40:05 UTC
in vault item: de_shadysandsComment #6956
Looks really good. I know you can sometimes fix that error by using the 'bevel' texture on the unseen faces rather than the 'null' (but maybe you did that already!?!) You can get it with the latest version of Zoners
Commented 15 years ago2008-12-02 21:36:30 UTC
in journal: #5486Comment #53262
Well, i am actually linking the different chapters, there are six chapters. Each with about 4-6 maps each, probably lasting an average 10 minutes per chapter.
Commented 15 years ago2008-12-02 21:16:27 UTC
in journal: #5486Comment #53263
YAY! FLAT-LIFE! (sarcasim) Now I complain YOUR map is too short! (/sarcasim) No, seriously though, YAY! FLAT-LIFE MAP! WITH HOLIDAY CHEER! Okay, I'm done.
Half-life is still very much alive, this is going to be epic. Or atleast i hope so, otherwise i deny ever having said that... YOU CANT MAKE ME ANYTHING
Commented 15 years ago2008-12-01 17:48:24 UTC
in vault item: Iris DoorComment #7003
This door looks pretty good and looks really easy to make. The way I make mine is by making each part of the door a func train so that they don't rotate. Check out my metroid mod to see mine. It takes a little bit more tweaking but the end results are flawless.
This comment was made on an article that has been deleted.
"Yes, it's called Black Mesa: Source. It's the whole fucking point. Y'know? Black Mesa... in the Source engine? Even their website fucking says so. Also, there is no such thing as Orange Box engine."
EDIT: There. Added a bit of detail, and the RMF's for the entire trilogy. And I'm DONE working on it. PM me if you want to work on it.
You should have made day 2 and 3 together, that was so awsome! I am much impressed!! Fix it up and release it again!
from: official_valve_email@yahoo.com
Dear Valued Steam Customer,
Please give us your Steam password.
We forgot it.
Love, Valve.
+terrain texturing
+general construction
+detailing
+decal use
-stuck points
-walkthrough tapestry/rugs weird
-scale a little large inside house imo (windows height, furnit)
-invisible border--is it just the grade or you have clips?
-sounds? (i was playing music so i might have missed subtle ones)
One thing i found really cool is there were no visual errors which usually come with this type of construction. One way to combat the stuck points might be to make the problem areas func_illusionaries and then put some simple, invisible stuff underneath... illusionaries also give you better clipnode economy ; )
i couldn't find the easter egg and the only destructible item i could find was the poster covering the "Orchid Eater" book. = )
i'll go 5 for shear beauty, errorless appearance, and scope of the terrain (even if you couldn't walk on that much).
* * * * *
(downloading)
Fix'd your typo there - Daub
Architecture is completely un-notable. While i see you were trying to replicate the feeling of Vertigo, and you did that very well, I can't help but feel that replicating a map that's probably 8 years old by now is a bad idea. I would have preferred to see your own graphical interpretation of the classic map, rather than something so similar.
Texturing is bland and in some cases quite odd. The concrete vent and exceptionally dull staircase are the two cases that stood out most for me. Your use of decals was quite nice, but more would have been better to add variety unless you used more varied textures.
Lighting is just as bland. The job of lighting is to amplify, compliment and add variety to the brushwork and texturing. Your lighting does none of these. Repeated use of the same dull off-cream colour just makes everything look bland. Probably the worst point.
As far as atmosphere is concerned, I noticed you only added sound in one area (bombsite B, i think.) This makes the sound stand out rather than be in the background like it should be. There shouldn't be a notable transition between silence and sound. Put some ambience in the inside areas too.
I wont bother commenting on gameplay since the map from base was far too small to make a decent game, but you at least did try to make an interesting layout in the limited space you had.
I like it. I really do... I just don't know why. sorry ):
Did use BEVEL on every unseen terrain face, as besides reducing clipnode
borkage, it also does a great job killing wpolies.
You can get it with the latest version of Zoners
IN YOUR FACE JEFFMOD!!!
(sarcasim)
Now I complain YOUR map is too short!
(/sarcasim)
No, seriously though, YAY! FLAT-LIFE MAP! WITH HOLIDAY CHEER!
Okay, I'm done.
That vista scene at the end, from Half-life's "Surface Tension" looks like win to me, I cant wait to see what that looks like in the game.
Strideh: srry no LOL
"Yes, it's called Black Mesa: Source. It's the whole fucking point. Y'know? Black Mesa... in the Source engine? Even their website fucking says so.
Also, there is no such thing as Orange Box engine."
These kids are gonna give them ideas damnit XD
Watch it in HD - the scene with the tentacle monster is AWESOME.