Comments

Commented 16 years ago2008-01-14 09:33:28 UTC in vault item: de_jihad Comment #16238
crap! 9 ct die and 1 terorist die when round start. hm..this could be :
1. you put info_player to close each other
2. may be i play your map in deferend version of cs (i play cs 1.6)
would you want to repair your map? and dont forget test your map whit bot.
And one more thing...remove trigger hurt near ct start point..that realy anoying.
Commented 16 years ago2008-01-14 00:54:30 UTC in vault item: Mario_World Comment #16237
WHAT!!! Where did this come from? I thought I had all your Mario maps! Yes sorry, I stalk your website occasionally
Commented 16 years ago2008-01-13 13:00:55 UTC in vault item: ZM_Dream_Up_RT Comment #16236
At first I liked this environment, but the green ligthing was not the best choice. I suggest to use a blue one instead, because it is not vary from the purple one. I also wondered why fishes are swimming in the air, and on some places the terrian looks like nasty. The ruined pathways are so cool. All in all I give it 3/5.
Commented 16 years ago2008-01-13 03:56:11 UTC in vault item: ZM_Dream_Up_RT Comment #16235
A longer description is nice. Just letting you know.
Commented 16 years ago2008-01-12 23:44:11 UTC in vault item: Six Feet Under Comment #16234
I played through all of it and I'm thinking 3/5..
I think the concept was really great and bits of it matched up to the concept, however a lot of it felt like a killbox with a heap of enemies everywhere.

On the whole the mapping was alright, the outside area was probably the best part of the map and because of that I reckon you could've done a much better more focused map in only an outside environment.

As a whole it wasn't very consistant, some of the lights were too strong, mess around with the falloff distance in the light properties a bit more next time.

The crash site in the beginning was fairly well pulled off and the crows were a nice addition, I also liked the running water and the rocks falling didn't really hit me, but they were still an alright effort :P.

Graveyard was nicely done, nice addition.
Commented 16 years ago2008-01-12 22:13:51 UTC in vault item: 3-bend and T-joint hollow pipe Comment #16233
Sometimes, It's just the Engine's Fault.
Thanks for the review.
Commented 16 years ago2008-01-12 22:00:23 UTC in vault item: dm_detritus_v2 Comment #16232
Aw! Thanks Hunter.

I'll check out the video right now.
Commented 16 years ago2008-01-12 21:53:54 UTC in vault item: 3-bend and T-joint hollow pipe Comment #16231
Pretty sweet. I've tried to constuct a bended piple like this in the past, but I could never get it to work without "leaf-saw" and brush errors. Your's is clean and error free! bravo! = )

Note: the outer rim of the bended part is neat because you can run up and down like a skateboard on the smooth surface. The inside bend however you get stuck at the seams. I tried using the bevel texture on the seams of your pipe to fix this, but it didn't work. If there was a way to fix the "stuck" points on the inside bend it would be neat!
Commented 16 years ago2008-01-12 12:38:04 UTC in vault item: Minimicus Comment #16230
Two years later- a comment. >_>

The concept and mapping were perfect- it was original, it was funny, the camera work was great. Hands down, best map I've played in a while.
Commented 16 years ago2008-01-12 12:36:39 UTC in vault item: Mario_World Comment #16229
Still another great map, DocRock. I was kind of disappointed at distant objects disappearing and the r_speeds, but nonetheless a good map.

(I was trying to get into the window with Bowser for probably ten minutes. X_X)
Commented 16 years ago2008-01-12 12:34:52 UTC in vault item: Mario Land Comment #16228
This is a great map, good texturing, everything.

The only downside to me is that I couldn't load mario or luigi, and the lighting was a little too bright for me.
Commented 16 years ago2008-01-12 10:18:50 UTC in vault item: dm_detritus_v2 Comment #16227
dm_detritus_v2
by Satchmo

Architecture - 6
Texturing - 6
Atmosphere - 8
Lighting - 7
Gameplay - 8

Overall - 70%
A solid piece of mapping with only the occasional let-down.

Also, put a playerclip above the well, or raise the water level. You can fall down, but can't get back up.
Architecture is quite blocky in several places, and texturing is often bland and repetative.
The quality of the interior sections is very notably lower than the outside and this brings down the score of a map which could easily get in the high 80 percents.

Video playest: https://www.youtube.com/watch?v=7WmlBrY9ZCY
Commented 16 years ago2008-01-11 22:20:36 UTC in vault item: catapult Comment #16226
how shot catapult?
Commented 16 years ago2008-01-10 11:16:09 UTC in vault item: De_Dome Comment #16225
You're absolutely wrong ! I aligned perfectly the vertices .
Believe me I don't know whats "dotdotdotdotdotdotdot" as I"m not used to english jargon .
Commented 16 years ago2008-01-09 01:53:34 UTC in vault item: De_Dome Comment #16224
dotdotdotdot Yes I hope you make it gud on HL dotdotdotdot The Dome isn't CSG Fault dotdotdotdotdotdot you need to make the things correctly, your vertices isn't fully aligned each other dotdotdotdotdotdot I hope you improve a bit more this map dotdotdotdotdotdotdotdotdotdotdotdot.
Commented 16 years ago2008-01-07 20:05:50 UTC in vault item: Life's End Comment #16223
This mod is the best one I've ever played.

There never was a spot where you get stuck for more than a moment. Puzzles were logical, you weren't just opening a door, you were opening it because the place is in lockdown, or it's the teleport room. Throughout the mod, you seemed to have heavily scripted the characters to talk a lot. That helped to make the mod less sterile than the Half-Life.

The random comatose/ dream sequences helped to break up the game. It's a cheap way to glue together disjointed levels, but nothing got boring, so it's a big plus in my opinion. Since you'd wake up in totally different places, it felt even more dramatic than Half-Life.

There's a lot of content. I think this mod is longer time wise than Half-Life 2: Episode One. When I finished, I felt satisfied, no cheated, but that's probably because VALVe made an infuriating story to get you to buy the next episode :P I had lots of fun while playing. Thanks for making this mod.
Commented 16 years ago2008-01-07 09:03:19 UTC in vault item: aim_labirint_final Comment #16222
This is a very good map for multiplayer . Notice when you will criticize this map that is a CS map .
Commented 16 years ago2008-01-07 06:36:56 UTC in vault item: Mario_Sky Comment #16221
Looks like FUCK AWESOME MARIO LEVEL.
Commented 16 years ago2008-01-06 20:31:28 UTC in vault item: sp_vertico Comment #16220
Thanks.
Commented 16 years ago2008-01-06 14:58:40 UTC in vault item: Tetrisitis (for Flat-Life) Comment #16219
Great map. Took me around six to seven tries before I figured out another way up.

>_>
Commented 16 years ago2008-01-06 14:29:54 UTC in vault item: Mario_World Comment #16218
mario , my favourite game when I was a child , downloading....
Commented 16 years ago2008-01-06 09:04:10 UTC in vault item: dm_xenofun Comment #16217
The screenshot looked promising, but the actual map was a dissapointment. Some rock sides were fully black!
Commented 16 years ago2008-01-05 22:35:28 UTC in vault item: Mario_Sky Comment #16216
Looks like deathmatch.. totally awesome deathmatch. Downloading.
Commented 16 years ago2008-01-05 21:31:00 UTC in vault item: Mario_Sky Comment #16215
Don't like Mario by any chance... do you? :)

Looks pretty damn good, although not sure if its SP or.... well, a longer description would be great!
Commented 16 years ago2008-01-05 07:07:58 UTC in vault item: De_Dome Comment #16204
=)) I almost laughed when you said that , I was expecting somebody to say what you said . I know ...cs=fail , that's why I'm working on a half-life map based on this map .
Maybe .....I'll implement some custom textures ..... obviously not made by me :))
The dome is really ugly ........I don't know why the csg tool didn't align properly the vertices . It's odd .
Commented 16 years ago2008-01-05 02:07:12 UTC in vault item: De_Dome Comment #16203
Good architeture.
Excessive use of "halflife.wad".
No use of func_walls on complex brush, ugly shadow errors.
The dome is horrible, use another way to make a dome.
Ct base = Win.
Terror Base = Fail.
Big map = Win.
CS = Fail.

=).
Commented 16 years ago2008-01-04 21:52:32 UTC in vault item: awp_ferreiro Comment #16197
Now you can download the 1.1 version, its just a bugfix for those little problems on the map...

I've made an Lite version to make it easyer to download fron sv_downloadurl:
http://www.labs.leveldesign.com.br/mapas/half-life/cs/awp_ferreiro/awp_ferreiro_lite.zip
Commented 16 years ago2008-01-03 08:28:13 UTC in vault item: dm_bulk Comment #16193
I find some texture and architecture errors. 4.5 stars > 5 :)
Commented 16 years ago2008-01-03 06:06:13 UTC in vault item: Carbaseus Comment #18237
.....one more coment....
****************************************************
****************************************************
* *
* IT IS THE BEST EVER!!! *
* *
**********************************************************************************************************
Commented 16 years ago2008-01-03 06:02:00 UTC in vault item: Carbaseus Comment #18238
My rating is not just 5, its........ahhh its hard is too good to be true. seriously! Really Seriously!!!
things i really love about it:
ramps...
liquids....
flooring...
.......everything!!!
this is the best one yet!!!
i'm looking forward for your next map!!!

ooooooOOOHalf-Life_MasterOOOoooooo
Commented 16 years ago2008-01-02 06:24:11 UTC in vault item: sp_vertico Comment #16189
Nice SP map,

+Some nice citadel architecture
+Liked the hot air effect.
+Liked the sneaky gameplay in the first floor. I would really like a crowbar to whack them from behind.
-Most of the gameplay was all about camping behind walls and killing them instantly.
-Could have been more exciting, like the bridge falling apart or some combine soldier triggering a trap. Not sure.
Commented 16 years ago2008-01-01 00:00:00 UTC in vault item: The Citizen Comment #32779
7.6/10
Architecture — 9
Texturing — 8
Ambience — 7
Lighting — 9
Gameplay — 5

Guest Video Review

Bottom Line

Though this mod is the best thing to turn up in the TWHL map vault this month I wasn't looking forward to it in the same way I'm waiting for 6 - D or Flat-Life. However, having played it I must admit I was pleasently suprised. The maps are just as gorgeous as you would expect from a Playbus / Kasperg production and if the duo ever release an update which fixes some of the gameplay elements (e.g. Reducing the number of F**KING MANHACKS!) then It would be worth replaying. Until then, I'll keep waiting.
Commented 16 years ago2008-01-01 00:00:00 UTC in vault item: The Citizen Comment #32780
8.0/10
Architecture — 8
Texturing — 7
Ambience — 8
Lighting — 9
Gameplay — 8

Review

This mod, being a collaboration between some of the best independent mappers out there, Kasperg and Playbus, was definitely something to look forward to with great anxiety and huge expectation. Five minutes after the first release, when pretty much every PlanetPhillip member had already finished it and found all the secret areas, half the community here had already gotten their hands on it. Lots of discussion was spawned and before you know it - TWHL was being torn apart by intense arguing, which later evolved into flamewars, resulting in other, much stronger repercussions.To Citizen or not To Citizen?That was the question. Answer time.- The two following paragraphs contain my horribly long-winded opinion and overall thoughts on gameplay in this mod. It's more tips & suggestions for developers, so feel free to skip it if you're not interested in that kind of stuff. ;) Gameplay-wise, this mod definitely had its weirder choices and faults. Probably the first things you notice are some holes in the story and NPC actions, where it's sometimes unclear what you/they are doing and why.In the beginning - you're thrown straight into action with metrocops bursting through your door and administering the recommended negotiation technique. Beating the shit out of you. Strangely, this event stays as the only ingame-shown reason, besides the short briefing, for you to have ever joined the rebels in this mod. Even if PlanetPhillip's description does mention your family being slaughtered by the Combine, no more detailed ingame info makes you question the whole reason for The Citizen (TC) to have started his crusade in the first place. A slightly longer story or even a dramatic scripted flashback scene, where you actually get to see CPs execute your family, would give your actions a lot more purpose and depth; kinda like Alyx's first encounter with the Hunter in Ep2.Another problem with that in the beginning, which pretty much everyone, who's played the mod has already complained about, is that you're given no info on your current goal. At this point, I was wandering randomly in the building, searching every area, pressing buttons that shouldn't be pressed, until I randomly used this girl with a white shirt, who then directed me to one of the rebels residing in the building. Being noted to search the residents for your contact, who's wearing this and that or some other hint would've saved everyone some time. Frustration in the beginning is very bad for any mod, so such stuff, even if intentional, should be kept for later chapters, when the player's already accustomed to the style of gameplay.It's also strange that most rebels trusted you way too much for someone they're seeing for the first time, like Argento, who gives you his only keycard to a door five steps away from his apartment. Now, unless the lucky sod has so many copies of the card that he can actually give one away to every random rookie like you, I have absolutely no idea why he doesn't just walk over and open it for you.However, some of the weirdest gameplay choices were featured in Crossing the Road - the sewers level, Finding Friends - the airboat sequence and in the end of Holy War - the strider battle. In the Sewers, first thing you notice are the unusually large and unrealistically designed buttons, which are used to open codelocked doors. Sure, they're meant to be obvious and big enough for the player to be able to use them, but let's not go beyond I-Just-Wet-My-Nappies-Baby-Mode. I also find the idea of writing the button combination required to open a specific door right next to the door itself beyond plain logic. A number like this usually shows the number of the room behind the door in real life, so most gamers are used to ignoring these, while level designers usually use them to add some extra detail to a map. Another thing weird is that the designer of this level had a huge urge kill the player if he had the nerve of wading into chest-deep water, so to do so, he thought of placing leeches, creatures usually found in the sea or lakes in HL2's universe, in a sewer environment. Sure, I'm no alien fauna expert, but not having found one single leech in the original City17 sewers from HL2 simply makes you wonder why the ones in TC have them. And speaking of fauna in that level, there's no other monsters but one zombie to be found there. A headcrab or two and maybe a barnacle in the large sewer pipe would've added some more action to the level, plus, if the player hadn't found the crowbar yet, that would've made him wonder why he's being attacked with his pants down and maybe force him to explore his surroundings more carefully.As for the airboat sequence, I'm sure almost anyone, who's ever played HL2, would expect it to be an immense experience with you dodging mines, rockets and bullets while quickly searching your nearest pile of rubble for something to do for a ramp and jolt you in the air at high speed, flying over combine soldiers with them desperately yelling they won't be home for dinner into the radio as you land on what used to be their heads. It's only natural - the airboat is fast, light and doesn't sink no matter how many mines you run over with it or how many other projectiles hit it. However, Kasperg & Playbus thought of making something opposite to the epic stuff seen in the original sequence and make it a simple, short, slow and linear trip. There were barely any areas where you could speed up for real. The way I saw it, the boat served as a quicker way to get from chokepoint A to B, since in the chokepoints themselves - it was pretty much as useless as a lifejacket in a sea of beer.However, it is the not-so-epic strider battle being one of the biggest disappointments in the mod. It somewhat reminded me of the EP1 final strider encounter, just even more cramped, with the poor biomechanical monster having almost no chance of utilizing it's full potential. So, you take it out, along with a sniper and another wave of combine. Nothing too challenging if you stay close to the RPG rocket crate. That battle has loads of potential, so really could've been executed better. The surroundings should be made much bigger, allowing the monster to actually move; if you don't feel like making the area by Elvet at least three times bigger - an alternative would be moving the whole thing to the church area in Holy War. Being a much bigger arena, it would provide some nice destruction moments (like the hospital gunship fight in Ep1) and much better gameplay.Some bugs were also present. From smaller problems with doors not opening at Elvet Theatre because of dodgy grunt assaulting, to more serious stuff like buggered entity setups, making your teammates attack you in the final chapters, or letting you nearly skip some parts, like the reinforcements bell in Holy war; these bugs, even if mostly avoidable, add quite a bit of frustration and deteriorate the experience.Of course, it's not all bad decisions and problems with gameplay in The Citizen. On the contrary, some parts were innovative and just plain awesome.Getting to use physics to kill your enemies was, even if not used much throughout the mod, a very nice idea. Falling on a CP's head, crushing the nonce or letting a crate that appears to weight a couple of tones do it for you was not only fun, but also an effective and fun technique of eliminating any threats when unarmed. Speaking of gameplay techniques, where weapons play a secondary role, stealth elements were also added to some of the levels. I actually found it a nice alternative to the usual ones, like scripted scenes or vistas used to relieve tension brought up by intense combat sections and eliminate fatigue. Stealth parts of TC vary from plain sneaking in corners, avoiding patrols and pressing the right buttons in order to advance to probably the awesomest experience in the entire mod - disguising yourself as one of the Combine. Not only did it feel a bit like Hitman and you actually got to see how Barney feels when disguised as a CP, it also looked very cool with neat mask imitations. These parts could easily be dubbed as the fat layer of topping with cherries ontop of the cake that is this mod. Also, if you're more of a Rambo type - each stealth section could've been replaced by a fragfest on up-the-arse-nightmare-mode. Variety in gameplay is one of the main factors that determine the replayability of any level/mod, so adding some is indeed a great idea. And speaking of combat - even if a bit dry and plain in the beginning, I must say it was very well-executed in the end. Having well-designed arenas with lots of vertical gameplay, objects for cover, good enemy and powerup placement, it was a blast to play. Neat random additions, like the Combine advisor or Gman making the occasional spooky appearance also added to the fun factor, though I think some of these appearances could've been utilized in telling the story, rather than just staying there for show. My favorite scripted parts were the scanner sequence and the final ending. Not much to say about the scanner part, it was just cool. Think Microsoft Flight Simulator Combine and you'll pretty much have a good idea on what it's about. As for the ending - I'm not spoiling anything, but the whole setup kind of reminded me of Ep1. It was quite clean and the use of some HL1 sounds gave it a nice feel.That's it for my thoughts on gameplay. Concluding this monstrosity, I'd like to say that, even with the bugs and problems, I really enjoyed playing it. The good parts mostly did a good job covering up the bad ones and with some bug fixing and tweaking - it could easily evolve into something truly fantastic.Continuing with the good stuff, architecture, being Kasperg's fort? and something Playbus has also already mastered, was superb in most areas. Buildings outside looked clean and realistic, with height variation and detail to make them look real and convincing. My favorites were the ones in the very beginning including the one you were residing, with a very nice 3D skybox blending with them and the church, which, even if smaller than the usual ones you see, looked quite authentic and actually felt a bit like a holy place. I also liked the original and well-crafted dome-like glass roof with its supports above the basketball court next to Argento's bar. The warehouse itself was also very well-made with nice and detailed supports fitting its architecture very well. Inside areas, however, even with the really good-looking ones, like Breen's compound, or the stage in Elvet Theatre, seemed to lack the detail and diversity the outside ones had. Rooms and corridors, like ones in the theatre, or subway tunnels in the end of Finding Friends ended up being bland, undetailed or with weird design choices, which made them feel a bit like HL1 sometimes. The large sewer pipe in Crossing the Road could've also used some more detail, maybe grates in the ceiling, giving it some daylight and creating nice contrast in lighting.Texturing was solid throughout, though I did find some texture choices pretty strange. For example, one of the buildings in the alley where you escape into the streets in Lockdown had a rather weird metal texture applied to its roof, which looked more like industrial floor tiles. A hotel building in Lockdown also had a wood texture applied, which is weird, since you'd normally expect tile or metal roofs in a city. The list goes on with supports in of the corridors seen upon leaving Elvet, where a texture more fitting for a round object was applied to a blocky support beam, making it look even blockier, some more strange roof texture choices and the use of big shattered window textures on ground level, which normally would be seen on top floors (to hide the fact that you can't go through the hole in the window, even if it's big enough for you) in Holy War and some weird choices in the subway tunnels right before the airboat part ends. However, a texturing glitch you'd normally never ever, ever, ever expect to find in any levels that Kasperg has at least tested, not to mention helped create, was in the large staircase leading out of Elvet in the beginning of Infiltration. It actually had the repeating stair texture problem, which Kasperg's covered and endorsed multiple times. A must-fix there! D:When it comes to custom textures in TC, most of them were quite well-made and used right. Some textures, like the bookcase one could've used some more visible bump/normal mapping to accent the detail and make them look less flat. Custom Combine propaganda signs were also a nice addition.Much like texturing, ambience was also pretty solid, however, some areas, like the apartments in Holy War, some parts in Finding Friends, seemed to lack some of the nice background ambient used so often in HL2, which instantly gives any area much more depth and realism. Sound choices were overall good and finding some good ol' HL1 stuff was pretty refreshing. Of course, the main aspect making this mod bloom in the sound department was custom voice acting. Some characters did sound robotic or had strong, sometimes hard-to-understand accents, but the overall result was very pleasing and well-executed, even if performed mostly by amateurs. My favourite characters were Argento and Larry, performed by Jason Fielding and Eric Soderstrom respectively. Larry's voice did sound a bit akward sometimes; I'm guessing either the pitch was turned down a bit or the actor had quinsy on recording day, however, his phrases sounded very well with just enough emotion to make it real, while not going over the top. Well done. If I were working on a mod that needed some voice acting to be done, I'd definitely contact those guys. As for lighting, it was plain superb. Lots of contrast and variation in almost every area really covered up the lack of detail in some inside areas, as well as enhanced the already good-looking ones. My favorite area was the one around Argento's bar in Infiltration. The orange-lit basketball court, combined with dark bluish night lighting gave that area some lovely contrast, as well as interesting shadows due to interesting architecture of the roof. Some inside areas, however, like ones in the Elvet, were quite dull and boring lighting-wise. Some contrast, at least in light intensity would have worked extremely well there and might've hid some of the boring and blocky architecture.

Bottom Line

Overall, I think The Citizen was worth waiting for. With great gameplay elements, overall good looks and lots of room for improvement, its one mod you shouldn't miss. In short: To Citizen!
Commented 16 years ago2008-01-01 00:00:00 UTC in vault item: The Citizen Comment #32777
8.0/10
Architecture — 8
Texturing — 7.5
Ambience — 8.5
Lighting — 7
Gameplay — 9

Guest Video Review

Bottom Line

Overall, The Citizen was worth waiting for. It turned out to be a mod that features refreshingly different gameplay elements, almost professional voice acting, funny dialogs and moments, which brought back some nice memories of the Half-Life series.
Commented 16 years ago2008-01-01 00:00:00 UTC in vault item: The Citizen Comment #32778
8.8/10
Architecture — 8
Texturing — 8
Ambience — 10
Lighting — 9
Gameplay — 9

Video Review

Bottom Line

Overall, The Citizen is an extremely well designed mod which, despite a few small nags, is immensely fun to play throughout, and as it ends somewhat abruptly, I look forward to being placed in this unnamed citizen's shoes again in The Citizen 2.
Commented 16 years ago2007-12-31 19:33:54 UTC in vault item: De_Dome Comment #16188
Well, tis' the last map this year. ;o
Will download & play once I get home.
Commented 16 years ago2007-12-31 18:44:31 UTC in vault item: De_Dome Comment #16187
I'm a peaceful man . Please let me be like that .
Commented 16 years ago2007-12-31 18:40:39 UTC in vault item: De_Dome Comment #16186
"Don't make useless comments if you didn't downloaded . "

...

But my favorite review ever was by you:

"It looks dark. 4 stars."
Commented 16 years ago2007-12-30 22:11:15 UTC in vault item: Anti Reality Comment #16185
Good Idea, but
"R_LoadSkys: Couldn't load gfx/env/wm_volcanicrt.tga" and r_speeds is immpossible. So I want to play this map, but cannot!
Commented 16 years ago2007-12-30 19:20:47 UTC in vault item: dm_xenofun Comment #16184
Sorry! Please say it to my muse... She's thief... :(
Commented 16 years ago2007-12-30 16:53:52 UTC in vault item: dm_xenofun Comment #16183
damn i was thinking the same idea. glad i didn't go with it :P
will check it out later.
Commented 16 years ago2007-12-29 19:17:56 UTC in vault item: dm_xenofun Comment #16182
he-he! No! I mean hornetgun! he-he! :)
Commented 16 years ago2007-12-29 18:01:55 UTC in vault item: Texas Rangers (Compo 22) Comment #16181
Fixed.
Commented 16 years ago2007-12-29 17:14:31 UTC in vault item: dm_xenofun Comment #16180
I misread it, I seen "horny snark arena". I was baffled.
Commented 16 years ago2007-12-29 13:44:23 UTC in vault item: Radiance Comment #16179
N!CE
Commented 16 years ago2007-12-29 03:38:44 UTC in vault item: awp_ferreiro Comment #16178
the link is corrected now, but hell, it keeps getting offline... well, I will take a look on this later

I will investigate those clipping issues kraken!

Thank you all for the feed back :)
Commented 16 years ago2007-12-29 01:51:07 UTC in vault item: dm_xenofun Comment #16177
Hornet-Snark Arena?
Commented 16 years ago2007-12-28 20:35:40 UTC in vault item: fy_klobbmap_end Comment #16176
well i finally decided to finish this map, although its one of those maps that would be better off deleted. since it was my first map it holds a special place in my heart.. kind of.
Commented 16 years ago2007-12-28 08:57:35 UTC in vault item: awp_ferreiro Comment #16175
I can't download the map.
Commented 16 years ago2007-12-27 21:24:18 UTC in vault item: dm_industrial Comment #16174
Wow. This one is the better of your maps. Like your other map I just looked to the screenshot and downloaded. Well I would say that this one isn't a large open area like your other and this isn't looking like HL1 engine in some parts. I liked how you used the Source textures wich seens to be edited, because a instantly-ported VTF looks very blurry in HL and this one seens very good. Well, the 3d Sky model is awsome too, but you could worked more on it, added more buildings or some furniture on it. Well, the architeture is good to but a bit blocky. Thats all.
I'm looking forward for your next release.
4 Stars.