Commented 16 years ago2008-05-31 03:38:19 UTC
in wiki page: Tutorial: CarvingComment #100795
Because for newbies who lack vertex manipulation skills, carving is a very attractive tool. Problem is, they usually do it wrong and end up in the forums yelling about brush errors. This is so they don't do it wrong!
Commented 16 years ago2008-05-30 19:28:33 UTC
in vault item: ReissuesComment #16667
i haven't started playing any of the levels yet, but the intro area is superb and a superb idea. the only thing i would change is move the text lower to the portal for each map and make the text nicer to read. (you could even use fancey brushed holograms/distort for the each maps title if you wanted.)
the animated texture showing the portal to each map was a nice idea, as is the general design of the intro area; i like how some portals are smashed too.
Anwyay, i can't wait to try all the maps. i'll try to do different reviews for each section and post a link in here maybe rather than spamming your map comments with all my jabbering!
Commented 16 years ago2008-05-30 19:11:37 UTC
in vault item: Abomination v1.1Comment #16666
Very neat! ^___^
+Some very nice brushwork +Some very nice texturing +a supperb feeling to the place, probably the neat low lighting
I like the trigger pushes pushing you out of the atmosphere, and the cold damage/wind is a neat way to simulate outer space. The scale is a little too tall like someone else said, and i think the traps are too hard/random imo. the detail on the first broken window was really nice too.
Commented 16 years ago2008-05-30 17:36:20 UTC
in vault item: de_compoundComment #16682
I've never played the cs:source map you used for your compo entry, but just by walking through, I get the impression it's very faithful to the original map; Everything looks thoughtfully constructed and complete.
R_speeds are quite acceptable in most areas condsidering the size of the map, though they also get pretty high in some areas too. Probably fine for multiplayer with todays computers.
Textures look very nice and so does a lot of the architecture. Some nice sounds and lighting too.
the only thing i don't like about the map is that it's completely bereft of any small props/detail items, which makes it quite boring to walk through all the big empty spaces. There's TONS of pro
I this is how the original map is than that was the point in how well you could recreate it, but it still makes for a boring time.
Lastly, I think it was kinda a poor choice to use cs:source as the game you chose to "recreate" for the compo. While technically a different game, it's not much of a translation from one game to the other, which was kinda the point imo. = )
All that aside, it's a very-well constructed map, and you can tell hard work went into it; it's very pretty in places regardless of the aformentioned emptyness.
Commented 16 years ago2008-05-30 14:37:32 UTC
in wiki page: Tutorial: CarvingComment #100794
NOTE: Don't use carving tool even if your life depends on it!!! Nice tutorial but I don't see point in explaining something that you shouldn't use by any mean.
Commented 16 years ago2008-05-30 13:38:38 UTC
in vault item: ReissuesComment #16681
Great map(s) although I have some ideas to improve.
-The It's Safer Here map, at the end could you make the turret a little less powerful. I had a really hard time with that and got fed up with it.
-Loved the textures and all but, sometimes got abit of lagg. You might want to add some hint brushes (I have a new computer and still can't handle it sometimes)?
Commented 16 years ago2008-05-29 16:39:33 UTC
in journal: #5108Comment #40656
The virus was just a trojan, Bifrost or Poison Ivy provably, both can do all things you're saying. They open a "door" on your computer and the client (victim is the server) can do whatever he wants with the PC, instant screen capture, get all passwords saved on the PC, keylogger (offline and online), download and upload files, execute files, regedit, etc etc etc...
You can make them undetectable by an easy l33t way, I turned one of those undetectable by Norton, Panda, Nod32, Kaspersky and more, so AV aren't that safe as you think.
PS. I never used it against others, just to learn.
Commented 16 years ago2008-05-29 14:25:19 UTC
in vault item: cs_mountainhomeComment #16687
Do you really think it's big? My impression is that the CT's spawn is much too close to the Ts and rescuing hostages is far too easy. I do agree that I don't need to add any more large open areas, but I certainly will find a way to move the CT spawn farther out.
As for the tunnels, I meant the hallways in the side of the mountain. I think you are talking about the ventilation shafts in the house. I do not plan to add to that.
I'm glad you commented, maybe I'll finally pick this back up and finish it. Then I can start playing around with CSS and PVKII maps!
Commented 16 years ago2008-05-29 12:53:00 UTC
in vault item: fy_canionComment #16686
You need a way to get out of the water. Try putting in a tunnel with one opening under water, a ladder to climb up inside the tunnel, and the other opening on the tram platform. (One for each side would be helpful) Also, those half-round platforms next to the sniper towers, you get stuck in the hole. The music could also be better. Other than that, a good map.
Make the buttons shootable: then people won't be splattered trying to go up.
Commented 16 years ago2008-05-29 12:28:19 UTC
in vault item: cs_mountainhomeComment #16685
This map is so big it's confusing. I would suggest don't expand the tunnels for three reasons: 1) It's so reminiscent of Half-Life 2) You go much slower when you're in a tunnel, and 3) Hostages can't go through tunnels. You should also add some more cover like in the open spaces around the house. Pleeeeez! Don't add open areas!
Commented 16 years ago2008-05-29 10:32:31 UTC
in journal: #5106Comment #54831
Quake I is a whole range of different creatures, magical, human and.. zombies. It's set in four different realms interlinked by "Slipgates".
Quake III is a collection of randoms, it's a fast-paced multiplayer game like Unreal Tournament, but full of Quake/ID-type level and player design. You can play as Ranger (Quake 1 antagonist), the Quake II marine, and even play as the DOOM marine.
As for Quake IV.. I've played every single Quake game since I was a kid, I love the series. Quake IV is the only one I haven't enjoyed, it's far too dated (gameplay and design wise) for it's time, something the older games have an excuse for.
the animated texture showing the portal to each map was a nice idea, as is the general design of the intro area; i like how some portals are smashed too.
Anwyay, i can't wait to try all the maps. i'll try to do different reviews for each section and post a link in here maybe rather than spamming your map comments with all my jabbering!
Great work putting this all together!
5 stars
+Some very nice brushwork
+Some very nice texturing
+a supperb feeling to the place, probably the neat low lighting
I like the trigger pushes pushing you out of the atmosphere, and the cold damage/wind is a neat way to simulate outer space. The scale is a little too tall like someone else said, and i think the traps are too hard/random imo. the detail on the first broken window was really nice too.
Keep it up, I love this theme! = )
R_speeds are quite acceptable in most areas condsidering the size of the map, though they also get pretty high in some areas too. Probably fine for multiplayer with todays computers.
Textures look very nice and so does a lot of the architecture. Some nice sounds and lighting too.
the only thing i don't like about the map is that it's completely bereft of any small props/detail items, which makes it quite boring to walk through all the big empty spaces. There's TONS of pro
I this is how the original map is than that was the point in how well you could recreate it, but it still makes for a boring time.
Lastly, I think it was kinda a poor choice to use cs:source as the game you chose to "recreate" for the compo. While technically a different game, it's not much of a translation from one game to the other, which was kinda the point imo. = )
All that aside, it's a very-well constructed map, and you can tell hard work went into it; it's very pretty in places regardless of the aformentioned emptyness.
4 stars for a nice compo25 map! = )
Nice tutorial but I don't see point in explaining something that you shouldn't use by any mean.
-The It's Safer Here map, at the end could you make the turret a little less powerful. I had a really hard time with that and got fed up with it.
-Loved the textures and all but, sometimes got abit of lagg. You might want to add some hint brushes (I have a new computer and still can't handle it sometimes)?
Overall Great map. 5/5
Please, make more.
"ffs. the image thing should be fixed."
Use the url tag, like this:
[url]http://cache.kotaku.com/assets/resources/2008/05/gtaivpc.jpg[/url]
To produce this:
http://cache.kotaku.com/assets/resources/2008/05/gtaivpc.jpg
Also it would have been better if it were a pic of GTA 4 on a policeman's head as we call them PC's as well.
http://cache.kotaku.com/assets/resources/2008/05/gtaivpc.jpg
ffs. the image thing should be fixed.
I'm one of these people with a tut still in draft. hides
You can make them undetectable by an easy l33t way, I turned one of those undetectable by Norton, Panda, Nod32, Kaspersky and more, so AV aren't that safe as you think.
PS. I never used it against others, just to learn.
That doesn't mean I like what they're doing.
As for the tunnels, I meant the hallways in the side of the mountain. I think you are talking about the ventilation shafts in the house. I do not plan to add to that.
I'm glad you commented, maybe I'll finally pick this back up and finish it. Then I can start playing around with CSS and PVKII maps!
Make the buttons shootable: then people won't be splattered trying to go up.
I got a bit scared there, I thought you were gonna incourage people to carve.
Luckely I thought wrong.
Quake III is a collection of randoms, it's a fast-paced multiplayer game like Unreal Tournament, but full of Quake/ID-type level and player design. You can play as Ranger (Quake 1 antagonist), the Quake II marine, and even play as the DOOM marine.
As for Quake IV..
I've played every single Quake game since I was a kid, I love the series. Quake IV is the only one I haven't enjoyed, it's far too dated (gameplay and design wise) for it's time, something the older games have an excuse for.
Skals: Quake II, IV and ET all have the Strogg. The majority of those screens are from Quake IV, the horrid game that it is.