Commented 16 years ago2008-05-15 00:30:55 UTC
in vault item: dm_temple_wadComment #16632
HOLY CRAP!
I've seen a lot of HL maps, and I can say I've never seen anything quite like this for goldsource!
The rounded, tapered pyramidal main room was by far my favourite... besides the lighting, it didn't look like a goldsource map to me at all! kudos = )
Very beautiful architecture + very beautiful texturing = an excessive win. The lighting was also quite nice, but I think could be tweaked/improved to match the quality of the brushwork and texturing. How to achieve this is experiment with more textlights, or apply your pointlights differently, so you don't see indvidual round halos from no apparent lightsource. You can also use sprites to accent your lights to give an artificial haze, as well as fade texture to fake light beams--as i'm sure you already know looking at the quality of this map.
I love how everything is rounded and very thoughtfully constructed. The revolving moons were also neat as hell and i spent a while just sitting and watching them; you might extend the perimeter of the lower courtyard so players can appreciate them better.
Nice doodads like the moons again, the lifts, and the gigantic tubular lazer tunnel( though i didn't mess with it to figure out it's role in the map). The conveyor door thingies were also very pretty.
I only did a quick run-through, so i'm sure i didn't see all the goodies.
Letdowns:
I don't think the sky is on par with the beautiful texturing and brushwork, though I myself would be hard-pressed to make a better one.
There's no sound at all in the map. I would use custom sounds for the lifts, those conveyor entryways, and a woosh for the revolving moons too played everywhere or by each one (if they're trains) at the very least.
High r_speeds might hinder your MP fun, but i don't know that for sure, so it's more of an observation than a letdown.
Anyway, Great work on this. This is the neatest thing I've seen for Goldsource in a while. 5 stars. A great MOTM candidate imo too.
Add some lights to your map it will look MUCH nicer! There's plenty of lighting tutorials in the tutorial section, or ask lighting questions in the forum!
Commented 16 years ago2008-05-12 17:26:18 UTC
in journal: #5060Comment #36355
It looks very flat but I can't say it's bad because I tried to map for UT3 and I left it because is damn hard. Put a lot more of vegetation, it will look better
Commented 16 years ago2008-05-10 18:08:54 UTC
in vault item: LeakComment #16628
If you can't find the leak any other way, load the pointfile with Hammer and rerun it. You might need to noclip to follow the string of points. Hammer's help files contain all the details. N.B. You'll find the pointfile in the same folder where the bsp file went. If there's no geometry error, you might have an entity in the world void.
Commented 16 years ago2008-05-09 05:40:10 UTC
in journal: #5056Comment #35950
I haven't finished the hair yet.
potatis: I can try, but it'd be very hard I think. The way model replacements work for Source (at least, to my knowledge) is that new models have to have the same skeleton as the one you're replacing. I doubt the Scout skeleton would fit too well in my character.
potatis: It's for a music video I'm putting together. The little guy with glasses is also in it.
http://mojoart.mixnmojo.com/original-art/grim-fandango/cover-art/grim-fandango_box_front_1600x2012.jpg
What the hell were those videos.
i've never played sven, so i guess now is a good time to do so. = )
I've seen a lot of HL maps, and I can say I've never seen anything quite like this for goldsource!
The rounded, tapered pyramidal main room was by far my favourite... besides the lighting, it didn't look like a goldsource map to me at all! kudos = )
Very beautiful architecture + very beautiful texturing = an excessive win. The lighting was also quite nice, but I think could be tweaked/improved to match the quality of the brushwork and texturing. How to achieve this is experiment with more textlights, or apply your pointlights differently, so you don't see indvidual round halos from no apparent lightsource. You can also use sprites to accent your lights to give an artificial haze, as well as fade texture to fake light beams--as i'm sure you already know looking at the quality of this map.
I love how everything is rounded and very thoughtfully constructed. The revolving moons were also neat as hell and i spent a while just sitting and watching them; you might extend the perimeter of the lower courtyard so players can appreciate them better.
Nice doodads like the moons again, the lifts, and the gigantic tubular lazer tunnel( though i didn't mess with it to figure out it's role in the map). The conveyor door thingies were also very pretty.
I only did a quick run-through, so i'm sure i didn't see all the goodies.
Letdowns:
I don't think the sky is on par with the beautiful texturing and brushwork, though I myself would be hard-pressed to make a better one.
There's no sound at all in the map. I would use custom sounds for the lifts, those conveyor entryways, and a woosh for the revolving moons too played everywhere or by each one (if they're trains) at the very least.
High r_speeds might hinder your MP fun, but i don't know that for sure, so it's more of an observation than a letdown.
Anyway, Great work on this. This is the neatest thing I've seen for Goldsource in a while. 5 stars. A great MOTM candidate imo too.
Superb!
*****
= )
Looks like a good start!
= )
Was fun. you should get a prize if you kill them all before respawn lawl!
= )
btw what is the "22" in the left upper margin of the screenie? is it a counter? (didn't see it in game)
The pallets a bit limited, otherwise nice job.
Spammers are getting.. lower
If so, you need to have at least one info_player_deathmatch.
If there's no geometry error, you might have an entity in the world void.
But heh, as I got older anime lost its touch for me. =/
What? noooooo! well good luck with your exams.
Now that I think about it, replacing the engineer or spy would probably be a better idea (since Scalpy looks a little geeky).
Good work, anyway, looks great.
potatis: I can try, but it'd be very hard I think. The way model replacements work for Source (at least, to my knowledge) is that new models have to have the same skeleton as the one you're replacing. I doubt the Scout skeleton would fit too well in my character.