Hehe I see this transferred well to TWHL3. I noticed a spelling mistake AND I said that the clock has to be set to static when in fact it has to be physics despite the missing behind...Oh well
Commented 16 years ago2008-02-23 16:47:46 UTC
in vault item: Awp_2tabere_v2Comment #16461
Hehe i had fun in ur map <: nice work. Texturing and gameplay was fun.The only thing that sucked was the spawn areas and you could have places a buy zone sowhere... lets say the middle, on the bridge
Commented 16 years ago2008-02-23 09:51:51 UTC
in vault item: Entity Challenge #2Comment #16455
Haha Excellent Redka!
Nicely sculpted world geometry, especially the spheres which appeared completely round... Sweet! The mechanisms work perfectly/smoothly. A nice base map and unique way to look at the map too. My only big complaint would be the textures are awfully flat.
For the terms of the challenge, I give you 4 stars. (If you update the textures I'll change it to 5)
Btw, I have no idea about that runtime error, but it sounds nasty!
Commented 16 years ago2008-02-22 13:38:19 UTC
in vault item: fy_dustyworldComment #16450
I can assure you, there's another 10 to 20 maps with the exact same name, all of them being iceworld remakes with dust textures.
Search cs-maps.org or fpsbanana and you'll see.
Remaking a crappy map like iceworld and making it suck even more by removing the last shred of originality and texturing it with dust textures is nothing more than wasting your time.
Commented 16 years ago2008-02-22 06:28:39 UTC
in vault item: DM_LevitationComment #16446
This is a nice small dm map still there were some problems, like when u fall off the map, you dont die, you fall on the skybox. that sux, you should use a trigger_hurt there.
it's also a little boring because the textures are all the same.
Texturing 7/10 Brushing 6/10 Layout 8/10 Entity Placement 7/10 Ambience 5/10 - i didn't really hear anysounds... you might place an alienwind sound there. would make it much better
Overall 7/10 - 3.5 stars, if you'd add that sound and more textures i'd make that 4 stars
Commented 16 years ago2008-02-22 00:19:18 UTC
in vault item: fy_dustyworldComment #16443
Please take your stuff to FPSBanana, there you'll get 'OMG YUOR ICEWORD REMAEK WHTI DUTS TEXTRUES R0X OMG's because people there don't care about the brushwork and how much detail people need to do make a good map, There the Maps section have failed with utter shit with Fy_1337_dust_iceworld_killbox and stolen content with people giving credits only with submitters, not the real author, a very long ago, so when you get some more 'profissional' mapping and get out from CS you'll be welcome here. Sorry.
Commented 16 years ago2008-02-21 20:41:14 UTC
in vault item: fy_dustyworldComment #16441
Well, I agree that it looks bad but if he puts some more EFFORT into his maps he could be quite good. Note the capitals RAYK!!! Except for your sad effort in black junk...
Texturing 9/10 Nice! The texture work was almost flawless, just a few misaligned textures on those pod things.
Entity Placement 8/10 No guns??? But bashing Islaves is quite fun :-). Great effects, really makes the level come to life.
Design 9/10 Very efficient map design. Good use of the vertical game ability and continuity.
Ambience 7/10 An improvement for sure, lighting is nice, just missing a bit of ambience in some places.
Map Skill 9/10 Aside from the nice use of HL prefabs and a few blocky buildings, you did extremely well on this map. Also, remember that HL2D has the skybox ability. So you could use that tower in the skybox so players can always see it (to simulate it being far away)
Total 8/10 (4 stars) I hope you finish the story, sounds quite good and your intro map is extremely well polished.
Commented 16 years ago2008-02-21 18:25:31 UTC
in vault item: aim_oldzoneComment #16439
There's an annoying block on the back wall because of the door back there, got me killed because I got got stuck in it. The bots can't navigate that squeeze where the table is blocking the doorway, maybe a hint brush can help there. It is a small map, but I consider that your choice, just don't expect lot of people to make use of it though. Textures are ok.
Commented 16 years ago2008-02-21 17:58:44 UTC
in vault item: aim_oldzoneComment #16438
Ok to start things off. When loading the map, i noticed a bunch of errors concerning the use of nondisplacement textures on displacement surfaces. you might want to look into those. And.. Make the height a little higher. Because i tried to jump off the balcony and i hit my head on the skybox and was very displeased. Secondly the map is terribly small, and anymore than 4 players in that map and it's going to turn into a clusterfuck of unhapppiness shell casings. The lack of a 3-d skybox is a huge turn-off considering that the house walls just go up and stop, and it doesn't seem to me you're taking full advantage of the source engine. I know that's a generic sentence, but more detail, and maybe widen things up a bit.
2 stars because there's potential for improvement.
Commented 16 years ago2008-02-20 16:44:28 UTC
in vault item: The CitizenComment #16433
New version is done. The current host is a bit poo, but hopefully I'll get a faster mirror soon, and also more download links will be available from PlanetPhillip soon.
Changes in the new version:-
Overlay problems for people running in DirectX7 mode are fixed.
Fixed the squad turning on you in certain circumstances.
Fixed being able to get into jail without offending.
Fixed the churchbell spawning too many NPC's
Improved skyboxes in some maps
Some minor general gameplay changes
Some minor acting scene and cue changes
Some lighting additions and changes
Some decal additions and changes
Additional detail work in some areas
Additional dramatic music at the ending
A small scene has been added to the secret ending, along with Andy B's Explorer Award plaque
Added texts to indicate when an easter egg is found
You didn't understand me , a bunch of lines doesn't equal a story. The destruction is pretty good like I said . Overall I really like the map , you should continue on making it
Commented 16 years ago2008-02-19 00:23:01 UTC
in vault item: fy_dustyworldComment #16426
Texturing 4/10 While the textures suited the theme very well, there were just too many texture alignment errors. Most of the crates were wrong and the ladders were not very good.
Team Balance 8/10 Lots of cover up on the second level for the snipers but down below other than a few wooden blocks you are in a bit of trouble. Which is OKAY because the weapons you supply are almost identical in operation.
Design 6/10 Size is perfect for a fy map and the cover arrangement is effective.
Ambience 3/10 Lighting was a bit boring, too bright and there are not enough shadows cast. No sounds either...
Map Skill 4/10 Overall it is good but the stone blocks looked like buildings at first but there weren't even any doors to make them look like buildings so you could do some work there.
Total 4/10 (2 stars) A very fun fy map but you could have made it look much better. Spruce it up a bit and release another, it's always good to redo a map.
Commented 16 years ago2008-02-19 00:21:34 UTC
in vault item: Awp_VoryardComment #16425
Texturing 8/10 The map was well textured, a few lines where you added the dirt effect on the floor but hardly noticable.
Team Balance 4/10 There isn't enough space or cover between teams and so there is a high chance of being killed on respawn. But the limit of weapons evens it out a bit.
Design 6/10 This one is just a bit too small but the tower in the middle is a really big help.
Ambience 5/10 The lights were almost perfect and while you did add some sound it's not very much. But then again, you'll be shooting so much you can barely hear anything anyway
Map Skill 7/10 You did a nice job on the actual construction of the map. Nice trims, I like the pillar in the middle and the crates are well placed.
Total 6/10 (3 stars) An extremely small map like this has it's downsides but it is good fun with a few other players, no matter how much you get killed.
This comment was made on an article that has been deleted.
Commented 16 years ago2008-02-18 21:43:23 UTC
in vault item: AlpestrineComment #16423
I saw somebody voted for this for map of the year, so I tried it.
Whoa!
It reminds me of the jedi temple outside portions from battlefront/battlefront II. Very sleek, pretty, and the layout is well thought out. You're impressed by all this, and then you look up and go "Whoa" seeing the backdrop, which was an excellent touch.
Map is excellent, but I'll try anyway to make possible suggestions for an Alpestrine 2:
1. I was listening to sigur ros on headphones, so I can't recall if there were sounds, but they couldn't have been too loud if they were. Maybe add more?
2.Add some nice statuary or fountains. I realize r_speeds are a concern.
3. Make it a tad bigger possibley.
4. Add more vertical gameplay possibly. You could make some of the up-high windows accessible, but would probably lead to nasty campers/snipers.
5. Perhaps add interior rooms>
Don't get me wrong now, even though I mentioned all that stuff, this map is still one of the best I've seen here. It's distinctly original, pretty, and well thought out, elegant.
5 stars, and I'm adding it to my vote for map of the year. Great work! = )
figured it out, i didn't know you had to double tap!
Anyway that was a dirty trick making you crouch at the end! = ) with my keyboard config, I use the same finger to go backwards as to crouch, so I guess I need a backup crouch key!!
The hardest part was the 3rd set of blocks where you have to jump between the blue/red one, other than that, not too bad!
Well there were the messages, they pretty much tell the story. SOOOO. and ideas on how to update my map? or should i just continue on making it?
When i said destruction i ment what do u think about all of the explosions and stuff but yeah. if i lower the trigger_hurt, the player can get stuck into one of the cliffs and he wont reach the trigger, and besides the delay is already somwhere at 2
I'm not used to make comments , but I'll try one.I'll not rate I'll just comment because I'm not experienced.
Detail -The detail worked fine . The rocket (or whatever that thing is) in the backround gave me de feeling of occupied space , not only the undetailed sky. Thought I was impessed by the detail and judging this is a flat-life map , you should try using some other textures not the old rock texture if you want to make a mod . Destruction - Well , when the player falls from the cliff , I am purely unimpressed . It's like , you jump 1 meter an you die . The rest of the part is pretty good.
Story&Gameplay - I completed the map in less than one minute , what do you expect me to say ?
Commented 16 years ago2008-02-18 07:20:45 UTC
in vault item: ka_pitchblackComment #16415
Ow, you bunch need to quit your whining. I agree that this is a bad map, but damn people, BEHAVE!
@ Athlete.
Wow, back to your Jimmi days?
@ redka (and srry, but I assume that's just a incredible lame joke).
It's hard to come up with a original theme. There are a lot of maps with the same theme, but that doesn't mean there are bad maps.
@ rayK.
I haven't played the map, but I think I can give you my opinion just from reading your description. I like the idea, but a room in pitch black just won't cut it. It would be better to have some subtle white lightbulbs hanging from the ceiling, that you can shoot out (making the environment pitch black) every round. A map like this depends on atmosphere to make it any interesting.
Commented 16 years ago2008-02-18 07:07:55 UTC
in vault item: fy_dustyworldComment #16414
@ Athlete.
FY isn't always bad. It isn't fullbright. Dust theme is overused, but not bad if done well. Crates aren't always bad, and neither is a killbox.
You fail. Kkthxbye.
@ rayK
I know some people may come across rude on this site, but I advice you to stick around and learn from your mistakes. Maps like these are always badly recieved here. Be more original and work on your skills.
Commented 16 years ago2008-02-17 08:36:45 UTC
in vault item: fy_dustyworldComment #16413
Well I can see it isn't full-bright, there are shadows behind the wall and crates, however from the screenshot I can see what looks like a sniper and 12 rifles sitting on the ground.
Suggestions...
Use a wider range of textures
Don't use straight tall walls as map boundaries, it sucks
Be a bit more imaginative with architecture, so that everything isn't square
Dim the lighting a bit
Don't make a kill-box
Think about gun placement, its really important, and don't go OTT with weapon placement
Texturing and gameplay was fun.The only thing that sucked was the spawn areas and you could have places a buy zone sowhere... lets say the middle, on the bridge
good job anyway
You'd get a better view then.
For some reason the neon sound didn't load for me.
Take that vgui!
Nicely sculpted world geometry, especially the spheres which appeared completely round... Sweet! The mechanisms work perfectly/smoothly. A nice base map and unique way to look at the map too. My only big complaint would be the textures are awfully flat.
For the terms of the challenge, I give you 4 stars. (If you update the textures I'll change it to 5)
Btw, I have no idea about that runtime error, but it sounds nasty!
Search cs-maps.org or fpsbanana and you'll see.
Remaking a crappy map like iceworld and making it suck even more by removing the last shred of originality and texturing it with dust textures is nothing more than wasting your time.
Makes no sense at all, dude.
it's also a little boring because the textures are all the same.
Texturing 7/10
Brushing 6/10
Layout 8/10
Entity Placement 7/10
Ambience 5/10 - i didn't really hear anysounds... you might place an alienwind sound there. would make it much better
Overall 7/10 - 3.5 stars, if you'd add that sound and more textures i'd make that 4 stars
Nice! The texture work was almost flawless, just a few misaligned textures on those pod things.
Entity Placement 8/10
No guns??? But bashing Islaves is quite fun :-). Great effects, really makes the level come to life.
Design 9/10
Very efficient map design. Good use of the vertical game ability and continuity.
Ambience 7/10
An improvement for sure, lighting is nice, just missing a bit of ambience in some places.
Map Skill 9/10
Aside from the nice use of HL prefabs and a few blocky buildings, you did extremely well on this map. Also, remember that HL2D has the skybox ability. So you could use that tower in the skybox so players can always see it (to simulate it being far away)
Total 8/10 (4 stars)
I hope you finish the story, sounds quite good and your intro map is extremely well polished.
Secondly the map is terribly small, and anymore than 4 players in that map and it's going to turn into a clusterfuck of unhapppiness shell casings.
The lack of a 3-d skybox is a huge turn-off considering that the house walls just go up and stop, and it doesn't seem to me you're taking full advantage of the source engine.
I know that's a generic sentence, but more detail, and maybe widen things up a bit.
2 stars because there's potential for improvement.
xD lol no, really I don't have CSS so I can't test it
this is most probably intentional spam to fill the the vault with garbage. I mean think, it's called "dustyworld".
Stuff like this should be deleted, and if it could be proved this is an intentional spam account, obviously should be banned permanently.
Scratch that, just rename the "Completed Maps" section to the "Epic Vault Of Utter Shit" and all will be appropriate.
It's one thing for a beginner to post their map when they genuinely believe
it's good, but this is just stupid intentional spam imo.
It should be deleted, or at the very least put in the unfinished vault. Or, just create a "Stupid/Garbage/Bullshit" vault and put it in there.
Sorry for the rant, but come on now wtf...
Changes in the new version:-
- Overlay problems for people running in DirectX7 mode are fixed.
- Fixed the squad turning on you in certain circumstances.
- Fixed being able to get into jail without offending.
- Fixed the churchbell spawning too many NPC's
- Improved skyboxes in some maps
- Some minor general gameplay changes
- Some minor acting scene and cue changes
- Some lighting additions and changes
- Some decal additions and changes
- Additional detail work in some areas
- Additional dramatic music at the ending
- A small scene has been added to the secret ending, along with Andy B's Explorer Award plaque
- Added texts to indicate when an easter egg is found
- Repositioned all existing in-game text
Enjoy!Overall I really like the map , you should continue on making it
Concrete and glass, not a nice look. You could have at least used a nice texture.
Team Balance 8/10
The two levels make it interesting except for those at the bottom who always get jumped on
Design 0/10
It's a box. With a small floor in between. It's been done, and this is not a prime example.
Ambience 0/10
There is absolutely no ambience.
Map Skill 1/10
You didn't put any skill in this whatsoever.
Total 2/10 (1 stars)
This map will get boring very quick for players. Not a good map at all.
While the textures suited the theme very well, there were just too many texture alignment errors. Most of the crates were wrong and the ladders were not very good.
Team Balance 8/10
Lots of cover up on the second level for the snipers but down below other than a few wooden blocks you are in a bit of trouble. Which is OKAY because the weapons you supply are almost identical in operation.
Design 6/10
Size is perfect for a fy map and the cover arrangement is effective.
Ambience 3/10
Lighting was a bit boring, too bright and there are not enough shadows cast. No sounds either...
Map Skill 4/10
Overall it is good but the stone blocks looked like buildings at first but there weren't even any doors to make them look like buildings so you could do some work there.
Total 4/10 (2 stars)
A very fun fy map but you could have made it look much better. Spruce it up a bit and release another, it's always good to redo a map.
The map was well textured, a few lines where you added the dirt effect on the floor but hardly noticable.
Team Balance 4/10
There isn't enough space or cover between teams and so there is a high chance of being killed on respawn. But the limit of weapons evens it out a bit.
Design 6/10
This one is just a bit too small but the tower in the middle is a really big help.
Ambience 5/10
The lights were almost perfect and while you did add some sound it's not very much. But then again, you'll be shooting so much you can barely hear anything anyway
Map Skill 7/10
You did a nice job on the actual construction of the map. Nice trims, I like the pillar in the middle and the crates are well placed.
Total 6/10 (3 stars)
An extremely small map like this has it's downsides but it is good fun with a few other players, no matter how much you get killed.
Whoa!
It reminds me of the jedi temple outside portions from battlefront/battlefront II. Very sleek, pretty, and the layout is well thought out. You're impressed by all this, and then you look up and go "Whoa" seeing the backdrop, which was an excellent touch.
Map is excellent, but I'll try anyway to make possible suggestions for an Alpestrine 2:
1. I was listening to sigur ros on headphones, so I can't recall if there were sounds, but they couldn't have been too loud if they were. Maybe add more?
2.Add some nice statuary or fountains. I realize r_speeds are a concern.
3. Make it a tad bigger possibley.
4. Add more vertical gameplay possibly. You could make some of the up-high windows accessible, but would probably lead to nasty campers/snipers.
5. Perhaps add interior rooms>
Don't get me wrong now, even though I mentioned all that stuff, this map is still one of the best I've seen here. It's distinctly original, pretty, and well thought out, elegant.
5 stars, and I'm adding it to my vote for map of the year.
Great work! = )
Anyway that was a dirty trick making you crouch at the end! = ) with my keyboard config, I use the same finger to go backwards as to crouch, so I guess I need a backup crouch key!!
The hardest part was the 3rd set of blocks where you have to jump between the blue/red one, other than that, not too bad!
Blocky , leaks and no light sources. Dumb AI and only one decent room.
Fuck,
When i said destruction i ment what do u think about all of the explosions and stuff but yeah. if i lower the trigger_hurt, the player can get stuck into one of the cliffs and he wont reach the trigger, and besides the delay is already somwhere at 2
Detail -The detail worked fine . The rocket (or whatever that thing is) in the backround gave me de feeling of occupied space , not only the undetailed sky. Thought I was impessed by the detail and judging this is a flat-life map , you should try using some other textures not the old rock texture if you want to make a mod .
Destruction - Well , when the player falls from the cliff , I am purely unimpressed . It's like , you jump 1 meter an you die .
The rest of the part is pretty good.
Story&Gameplay - I completed the map in less than one minute , what do you expect me to say ?
Will d/l when I get home for sure
@ Athlete.
Wow, back to your Jimmi days?
@ redka (and srry, but I assume that's just a incredible lame joke).
It's hard to come up with a original theme. There are a lot of maps with the same theme, but that doesn't mean there are bad maps.
@ rayK.
I haven't played the map, but I think I can give you my opinion just from reading your description. I like the idea, but a room in pitch black just won't cut it. It would be better to have some subtle white lightbulbs hanging from the ceiling, that you can shoot out (making the environment pitch black) every round. A map like this depends on atmosphere to make it any interesting.
FY isn't always bad. It isn't fullbright.
Dust theme is overused, but not bad if done well.
Crates aren't always bad, and neither is a killbox.
You fail. Kkthxbye.
@ rayK
I know some people may come across rude on this site, but I advice you to stick around and learn from your mistakes. Maps like these are always badly recieved here. Be more original and work on your skills.
Suggestions...
Use a wider range of textures
Don't use straight tall walls as map boundaries, it sucks
Be a bit more imaginative with architecture, so that everything isn't square
Dim the lighting a bit
Don't make a kill-box
Think about gun placement, its really important, and don't go OTT with weapon placement
I'll make a secnod version.
The lighting I want it to be was like this : http://img180.imageshack.us/img180/4070/fdgkt4.jpg
In the middle of the map I'll place a bridge just to make things look more interesting.