Commented 16 years ago2008-08-08 17:58:03 UTC
in vault item: ctf_outsetComment #12311
Very nice.
Architecture, texturing and lighting I have no complaints about. Clean, cartoony, yet distinct from other TF2 maps - this really blooms amongst the default stuff. Gameplay I can't really comment on properly, though the layout somewhat resembles de_mon to me. There's almost no strict paths to the objectives, plus pretty much every corner of the map is accessible making way for some nice and original gameplay. This does, however, look like a sniper-dominant map, unless your playtests show otherwise.
There were some problems, though, mostly because of the ability to access every corner of the map. You could mostly get to places you shouldn't be getting to, exposing some rendering issues, etc. You probably know of those spots, though just in case, here's some screenies:
Making those places inaccessible or adding some scenery would fix that. Ambience was completely left out, too. Some soft wind, birds/animal, or wave sounds wouldn't hurt at all. :<
Overall - very nice, but still begging for improvements. 4* for now.
Commented 16 years ago2008-08-08 17:34:37 UTC
in vault item: 1214 (for Flat-Life)Comment #16786
Wow, I loved it. The detail, architecture, texturing and overall visuals were absolutely jaw-dropping.
I loved the huge variety of scenery, even for a mappack this short. All those mobile parts, plus ambience really made everything feel 'alive', not to mention real. My fav. part was that X-Ray chamber. Absolutely beautiful and creative - I loved it.
This, with all the careful work and attention, really felt like taken from some of the old platformers.
My only complaint would be that the gameplay was really way too hard in some places. Take that underwater section with those fans & explosive barrels. Took me a good 15 tries to pass it, due to the fact that the barrels explode/fans suck you in if you come like 2 meters near em'. :< Also, the last level had far too many enemies/obstacles, imo. Dealing with that many barnies and barrels at once without enough healthkits was too hard for this pansy. I've run into a bug, too, where if you save after having left the X-Ray tube and quickload afterwards, you still see your skeleton, not yourself.
Overall - a charming little experience. I wanted to give it 4* for difficulty issues, but what the hell - it's just way too polished/beautiful to deserve anything lower than 5*. ;>
This comment was made on an article that has been deleted.
Yeah, it'll run in Steam. Note that there's no custom Steam background. Ill add full Steam support in the long awaited update (that includes a custom menu).
This comment was made on an article that has been deleted.
Commented 16 years ago2008-08-08 15:27:38 UTC
in journal: #5241Comment #59834
Barcelonaaaaaaaaaaaaa - It was the first time that we met Barcelonaaaaaaaaaaaaa - How can I forget The moment that you stepped into the room you took my breath away Barcelonaaaaaaaaaaaaa - La m?sica vibr? Barcelonaaaaaaaaaaaaa - Y ella nos uni? And if God willing we will meet again someday
Commented 16 years ago2008-08-07 20:49:42 UTC
in journal: #5237Comment #51638
"Time to go back to your Dark Knights now."
could also be written as
"Time to go back to your dark nights now."
Dark nights symbolizing our ignorance towards independent films or the refusal to recognize good films. You could say not knowing independent films is the dark night, when knowing is day.
My mind is too complex for you to understand, I'm sorry.
Commented 16 years ago2008-08-07 20:34:52 UTC
in journal: #5237Comment #51640
It's Chance from Kill the Moonlight. The actor's name is unimportant. Even after I tell you that, I still bet nobody will recognize the name or the movie.
Commented 16 years ago2008-08-07 15:34:37 UTC
in vault item: dm_rockfallprisonComment #10810
Nice idea, but there are lots of places, where this map needs some polish.
I'm not an experienced source mapper, but I can tell, that you need to use much more cubemaps. There are some corridors, where the reflection on the floor seems awkward, probably because there aren't any cubemaps in that area, and the engine uses one, which is close to that room - but probably has different lighting, so the reflection doesn't work for that particular room.
The textures on the outside of the prison work, but inside it needs moar variation. The rooms and corridors are rather bland, you should use some decoration, not only for it to look better, but that would also make the rooms more distinguishable, easier to navigate.
Gameplay-wise I would say, that there are far too many tight spaces stuffed with objects - that doesn't really help in a fast-paced game, like hl2dm - and the doors are absolutely unnecessary, they only block your way while shooting / dodging. So, merge some rooms together, make them easier to run through, don't use too much objects, only one or two in tighter areas and more in bigger, open areas, such as the yard outside.
Overall, it needs some more work, in its current state, I give it 2,5 stars.
looks good though :]
Architecture, texturing and lighting I have no complaints about. Clean, cartoony, yet distinct from other TF2 maps - this really blooms amongst the default stuff.
Gameplay I can't really comment on properly, though the layout somewhat resembles de_mon to me. There's almost no strict paths to the objectives, plus pretty much every corner of the map is accessible making way for some nice and original gameplay. This does, however, look like a sniper-dominant map, unless your playtests show otherwise.
There were some problems, though, mostly because of the ability to access every corner of the map. You could mostly get to places you shouldn't be getting to, exposing some rendering issues, etc. You probably know of those spots, though just in case, here's some screenies:
Clicky
Clicky 2
Making those places inaccessible or adding some scenery would fix that.
Ambience was completely left out, too. Some soft wind, birds/animal, or wave sounds wouldn't hurt at all. :<
Overall - very nice, but still begging for improvements. 4* for now.
I loved the huge variety of scenery, even for a mappack this short. All those mobile parts, plus ambience really made everything feel 'alive', not to mention real.
My fav. part was that X-Ray chamber. Absolutely beautiful and creative - I loved it.
This, with all the careful work and attention, really felt like taken from some of the old platformers.
My only complaint would be that the gameplay was really way too hard in some places. Take that underwater section with those fans & explosive barrels. Took me a good 15 tries to pass it, due to the fact that the barrels explode/fans suck you in if you come like 2 meters near em'. :<
Also, the last level had far too many enemies/obstacles, imo. Dealing with that many barnies and barrels at once without enough healthkits was too hard for this pansy.
I've run into a bug, too, where if you save after having left the X-Ray tube and quickload afterwards, you still see your skeleton, not yourself.
Overall - a charming little experience. I wanted to give it 4* for difficulty issues, but what the hell - it's just way too polished/beautiful to deserve anything lower than 5*. ;>
And yes it is a great game Doodle! I love the lighting because it matches the skybox well.
Barcelonaaaaaaaaaaaaa - How can I forget
The moment that you stepped into the room you took my breath away
Barcelonaaaaaaaaaaaaa - La m?sica vibr?
Barcelonaaaaaaaaaaaaa - Y ella nos uni?
And if God willing we will meet again someday
http://www.youtube.com/watch?v=jnurq_hGQ5s
Missed it myself.
/mind explodes
could also be written as
"Time to go back to your dark nights now."
Dark nights symbolizing our ignorance towards independent films or the refusal to recognize good films. You could say not knowing independent films is the dark night, when knowing is day.
My mind is too complex for you to understand, I'm sorry.
Time to get off his tip and back to internet land. D:
I'm not an experienced source mapper, but I can tell, that you need to use much more cubemaps. There are some corridors, where the reflection on the floor seems awkward, probably because there aren't any cubemaps in that area, and the engine uses one, which is close to that room - but probably has different lighting, so the reflection doesn't work for that particular room.
The textures on the outside of the prison work, but inside it needs moar variation. The rooms and corridors are rather bland, you should use some decoration, not only for it to look better, but that would also make the rooms more distinguishable, easier to navigate.
Gameplay-wise I would say, that there are far too many tight spaces stuffed with objects - that doesn't really help in a fast-paced game, like hl2dm - and the doors are absolutely unnecessary, they only block your way while shooting / dodging. So, merge some rooms together, make them easier to run through, don't use too much objects, only one or two in tighter areas and more in bigger, open areas, such as the yard outside.
Overall, it needs some more work, in its current state, I give it 2,5 stars.
edit edit edit
actually
you can do what you want
you have a NOD avatar
those other GDI scum can fuck off though