Commented 16 years ago2008-03-08 19:34:48 UTC
in journal: #4929Comment #58590
MGS2, Big Shell Part 1, Shell 1 Strut A Pump Room, Before the first "node". You already saw the intro, saw the hole in the oil fence, before first sight of enemy or Snake(excluding the tanker level). /me holds out a plate and says "Cake please"
Commented 16 years ago2008-03-08 10:32:19 UTC
in journal: #4926Comment #50233
Heh, no unmissable exams here, 11th grade FTW. Going there mostly for In Flames, Opeth, Metallica and RatM. The first three could be considered my absolutely favorite bands of all time with RatM falling a wee bit behind them. Dimmu Borgir, Queens of the Stone Age, Incubus and Motorhead are bands to look forward to aswell. :>
Strideh: So staff members can win the IRL prizes after all? ;o
Commented 16 years ago2008-03-08 10:23:36 UTC
in journal: #4925Comment #54685
in screen 5 change the stairs so they don't look like they are hanging on a thread. the flat part at the top if the sloped brushes on either side of the stairs should be underneath the platform. that said, you don't often see staircases in the middle of a room. they look better next to a wall.
Commented 16 years ago2008-03-08 09:58:52 UTC
in journal: #4926Comment #50234
Oh yeah, Rock Am Ring...Rage Against The Machine, Queens Of The Stone Age...too bad that it's so far away, and that I'm gonna be too busy getting raped by exams. >:(
Commented 16 years ago2008-03-08 08:46:26 UTC
in journal: #4925Comment #54684
You're improving. Good stuff
Just as a tip, don't make the fences (like in screen #3) end with nothing on the end. I see ending fence poles in screens 1 and 4, add one to screen 3 too.
Also make sure the walls of the cargo containers aren't too thick. they are only an inch or so think in real life. And those hand rails are very thin
Commented 16 years ago2008-03-07 10:15:55 UTC
in vault item: de_forbiddenComment #16491
Layout is very grid like, I agree. The problem with making walls not ending at the same height, it's my phobia of not getting my maps compiled. If I put too much details in map, I usually end up with some error So, yes, map is blocky. But excellent for CS.
Commented 16 years ago2008-03-06 22:18:07 UTC
in journal: #4918Comment #40587
I've been starved of development for a while. Even though I may run low on motivation, the project is wide enough to do something different and still make progress on it somehow.
Commented 16 years ago2008-03-06 22:04:06 UTC
in vault item: de_forbiddenComment #16489
This is really good. Layout is kinda grid like, but there are some good areas for combat/camping. Well developed, good texturing (better than aztec)
Poly count is ok given the detailed brushwork and attention to detail.
One problem I have would be the walls all ending at the same height. There is nothing to look up at to accomodate the setting. Either some monumental pillar or idols, or even some basic brush cliffs extend upward like machu pichu. There evidence of cliffs anyway on the edges of the map.
Commented 16 years ago2008-03-03 16:04:56 UTC
in vault item: CombomanComment #16485
I played the map and it is very cool . I felt disappointed because there was no ambience on the surface , only in the subterrain buildings. The map is good for lots of players , but the problem is that you can easily get lost in the subterrain structures. You should provide a top-down picture for ingame use.
Those were the "bads" of the map.
Arhitecture : Very complex , I like it.
Ambience : Except of the surface , it's good( but i really didn't like the creepy wind in some underground place ....)
Originality : If you weren't inspired by something , then you have a lot of imagination.
Textures : 100% Half-Life 1 map
Lighting : 1. Outdoor : Sucks ! 2. Underground structures : Medium to good.
Gameplay : Medium-to good.
FPS judging : Well the r_speeds are relatively good. The average was 500 wpoly and 2000 epoly.
Great Tutorial, Only Can you put details as in the measures of walls and things because, I don't know how big to make them and more details on setting custom attributes?
Very nice map. Really good looking, with a lot of attention to background detail! Challenging gameplay aswell. Lacks ambient sounds though. Some machine sounds in the first rooms and a storm sound on the bridge, perhaps? Other then that, you seem to have remembered all the little things, such as trigger_autosave's etc.
Found some bugs though, the first few crates on the bridge should be turned to func_wall's, or you won't be able to see the slave when you're at the bottom left side. Also it seems to be easy to get stuck in the first rotating door, and I couldn't shoot the turret either.
Other then that, looking forward to more chapters, good work!
ps. i added some fence poles like you said i should do...
Strideh: So staff members can win the IRL prizes after all? ;o
that said, you don't often see staircases in the middle of a room. they look better next to a wall.
im just modifying that small bit there at the moment so ill fix that
Just as a tip, don't make the fences (like in screen #3) end with nothing on the end. I see ending fence poles in screens 1 and 4, add one to screen 3 too.
Also make sure the walls of the cargo containers aren't too thick. they are only an inch or so think in real life. And those hand rails are very thin
The name's Polito09, though, we should try it one day.
I don't think I have you on Friends, what's your nick?
The problem with making walls not ending at the same height, it's my phobia of not getting my maps compiled. If I put too much details in map, I usually end up with some error
So, yes, map is blocky. But excellent for CS.
Poly count is ok given the detailed brushwork and attention to detail.
One problem I have would be the walls all ending at the same height. There is nothing to look up at to accomodate the setting. Either some monumental pillar or idols, or even some basic brush cliffs extend upward like machu pichu. There evidence of cliffs anyway on the edges of the map.
Its good. Needs a little wax to make it perfect.
Mod edit: Yah-huh!
global sam
on startmovie
_movie.go(1)
sam=3 -- Sams sprite number is 3
end
on exitFrame
_movie.go(_movie.frame)
end
on keydown
case (_key.key) of end case
end
on move dir
if dir = "left" then end if
if dir = "right" then end if
if dir = "up" then end if
if dir = "down" then end if
mem_no=sprite(sam).member.number
if mem_no > 8 then else end if
member("monitor").text=string(sprite(sam).member.number)
end
The map is good for lots of players , but the problem is that you can easily get lost in the subterrain structures. You should provide a top-down picture for ingame use.
Those were the "bads" of the map.
Arhitecture : Very complex , I like it.
Ambience : Except of the surface , it's good( but i really didn't like the creepy wind in some underground place ....)
Originality : If you weren't inspired by something , then you have a lot of imagination.
Textures : 100% Half-Life 1 map
Lighting : 1. Outdoor : Sucks !
2. Underground structures : Medium to good.
Gameplay : Medium-to good.
FPS judging : Well the r_speeds are relatively good. The average was 500 wpoly and 2000 epoly.
Nice work !
Found some bugs though, the first few crates on the bridge should be turned to func_wall's, or you won't be able to see the slave when you're at the bottom left side. Also it seems to be easy to get stuck in the first rotating door, and I couldn't shoot the turret either.
Other then that, looking forward to more chapters, good work!
file does not exist!
Anyway I played the map , and I can't accord you more than 3 stars , sorry . Maybe 2/5 stars.
Well , I found ceiling texturs on the floor .
The map layout is a little bit difficult to learn , but after 2-3 rounds you'll know it .
Ambience=0
Something for nothing - lots of buttons that aren't working.
The map is fun , tho....