Comments

Commented 16 years ago2007-12-27 19:30:21 UTC in vault item: dm_industrial Comment #16173
Larger description, put some effort into it.
Commented 16 years ago2007-12-27 19:30:14 UTC in vault item: awp_towers Comment #16172
Larger description, put some effort into it.
Commented 16 years ago2007-12-27 19:30:05 UTC in vault item: Ruinrock Comment #16171
Larger description, put some effort into it.
Commented 16 years ago2007-12-27 19:29:53 UTC in vault item: Psychodelia Comment #16170
Larger description, put some effort into it.
Commented 16 years ago2007-12-27 08:31:31 UTC in vault item: Psychodelia Comment #16169
Thanks! :)
Commented 16 years ago2007-12-26 23:23:52 UTC in vault item: Ruinrock Comment #16168
This is farly good map, I liked the way how you make ruins as you made on your previous map, well this one is a "Chateau" texturized ruin of something, there's some kind of temple on the center. I liked the way you did the mountains and ruins, also the gameplay would be good on this one because it has a large area wich not limit so much the player moviments, Your brushwork is not bad in some areas and very good in another, I didn't liked so much inside the temple, seens a bit blocky, but the breaked bridge is awsome, also the montains aren't bad too, my complaints is about that brushbased no-leaf tree, wich helps the map to get high r_speeds, as a multiplayer map, you should be worried about those... Thats all.

3.5 stars up to 4.
Commented 16 years ago2007-12-26 23:17:36 UTC in vault item: Psychodelia Comment #16167
Lol... I downloaded this one immediatly looking from that uber energy ball... As for the map, this is a quite icredible piece of good work and effort, also a great effort and good idea, really I never tought to make an arena-ish with some kind of ruined spacestation or something like that, your brushwork is good but you could worked more on some walls and make that a bit "coverable" map, in this one you can have a vision of your enemy whatever he are, so the gameplay is lacking a bit, but that gaves no reason to say that this map is a worth try, decent texturing and cool effect on these "uber energy balls", other thing that I would like to say is that your map is filled with func_walls or something wich make the weapons and models over the surface of this one appearing black, thats not good, feels urealistic and so. The last tip is to change the description, wich is very no-sense, try to say what your map has and no more... Thats all.

3 Stars.
Commented 16 years ago2007-12-26 11:16:51 UTC in vault item: Fy_Vertstadt Comment #16166
The second version is better, more realistic ilumination, but the problem is the Terrorists Advantage. U can make one new CT route for try fix it. Well, u have a good map for the contest congratz.
Commented 16 years ago2007-12-25 08:49:20 UTC in vault item: Santa's Revenge 2 (SP Mod) Comment #16165
Hmmm, its nice, but:

- Intro is too long. And when you die in the first room, you have to watch the entire intro all over again. Adding an autosave after the intro would help.

- Second map has very bad performance, it lags and the entire map is rendered. Did you compile with fast vis or something?

- Third map also has bad performance. Then HL crashed and i started all over again. Then HL crashed again on the third map, and i stopped playing.

Fix these issues and you'll get a higher rating.

+ Models, skins, weapons and sounds +++!

+ Mapping. It was decent, but overall very nice. I like the "giant toy soldiers" in the first room. Nicely mapped!

3 of 5 stars for now.
Commented 16 years ago2007-12-25 08:30:08 UTC in vault item: de_jihad Comment #16164
Very impressive. I could've sworn this was for Source from the screenie.

+ Architecture. Nice and clean throughout, though it gets a bit blocky sometimes (like the buildings in the screenshot). That's mostly compensated by height variation, though some extra depth, like carving your windows/doorways into the wall a bit would fix that instantly.

I liked your palm tree props, the leaves looked really convincing. The corridors had decent detail, though something else filling them up besides crates would've worked very well. Another very nicely crafted area was the T spawn. The brush-based scenery looked quite convincing, which is a hard effect to achieve in a HL1 map.

+ Texturing. Blaz's textures fit the theme very well. Texturing was solid and clean throughout, didn't notice any real problems with it.

+ Lighting. Imo - it was very well made. You contrasted interior areas with exterior very well, while keeping it realistic. Personally, I think the gloomy lighting fit the torch-lit corridors very well, though you might want to add more torches or think of any other excuse to brighten it up a bit, cause most CSgeeks are bound to writing you angry emails about how they were pwned because "ur map r 2 darks". ;>

+ Gameplay. Didn't test it online, though judging from the layout - it looks balanced enough to play right. Again, some of the darker interior areas might ruin it for some players..

Also, I didn't quite understand your clipping in the CT spawn. Not only was there an unexplained invisible wall, you actually could get killed there by falling a meter or two from that ladder. Hell, if you want to prevent spawn-camping that bad - remove the camping areas instead of going to such crazy and unlogical extents. :P

- Ambience. The only thing this map lacked. Apart from the guitar melody played at the start of every round (nice, reminds me of de_survivor), there wasn't any more ambience. Add some, it would really liven up a map like that.

Overall - a very nice map with some cool details. Slightly lacking in some areas, however, so 4* it is. Great work.
Commented 16 years ago2007-12-25 07:59:21 UTC in vault item: Ren_Test2 Comment #16163
Congrats, this map and RenTest 1 made it into the Mod Section in the Dutch Game Magazine PC Gameplay.

http://www.themightyatom.nl/screenshots/portal_ren_maps.jpg
Commented 16 years ago2007-12-25 06:37:30 UTC in vault item: awp_ferreiro Comment #16162
ok, I downloaded it on FPS banana and the map is very good, but there were some serious clipping issues, they could seriously screw up the level. You can easily exit the map by just jumping onto a path on the T side and running off the edge, and you can slide up the CT side where the waterfall is and just jump off and hide.
Commented 16 years ago2007-12-25 06:08:37 UTC in vault item: awp_ferreiro Comment #16161
DL link is down.
Commented 16 years ago2007-12-25 05:26:00 UTC in vault item: Fy_Vertstadt Comment #16160
Thanks Mamus. The map is on the second update wich uses an orange skybox and changed the water to a huge model with adittive textures to fade along with the skybox.
Commented 16 years ago2007-12-24 22:09:33 UTC in vault item: Santa's Revenge 2 (SP Mod) Comment #16159
Yes my HL exits after the first level. I installed this one on the Steam HL now.
Commented 16 years ago2007-12-24 18:25:27 UTC in vault item: Kaufmann House Comment #16158
Hi, Kasperg.
I'm an italian architect, graduated at Politecnico di Milano.
I've seen your work about Kaufmann's House and, interest around it, I'd like to discuss with you in private form.
Unfortunately I haven't found your e-mail address, so this is mine:

matteo.lo.prete@libero.it

Hope to can read about you soon.
Thank you for any kind of attention

Dott. Matteo Lo Prete
Commented 16 years ago2007-12-24 15:39:57 UTC in vault item: de_jihad Comment #16156
Oh another friend. This is another of the great MiB contest maps. This map is very good for a de_ map, altough its too big for a fy_ map wich you used on the contest. Nice textures, nice atmosphere, nice r_speeds, nice everything... 4.5 stars -> 5 stars.
Commented 16 years ago2007-12-24 15:34:41 UTC in vault item: awp_ferreiro Comment #16155
MaMuS I am your admirer, your maps are very bigs, orderly and reality. 5/5 ;-)
Commented 16 years ago2007-12-24 13:49:36 UTC in vault item: Santa's Revenge 2 (SP Mod) Comment #16154
"Couldn't load libary"
C:\Sierra\Half-Life\santasrevenge2\cl_dlls\client.dll"
Commented 16 years ago2007-12-24 13:05:08 UTC in vault item: awp_ferreiro Comment #16153
Nice friend, Really liked this one, Altough I think that the "2Fort" style are getting a bit sick. The atmosphere is cool too, good work on the details like falling water, bridges and some buildings (Well there's one I didn't liked wich are using some textures wich I used in my map too). The rest is good... and the 3d Sky box looks like Source, that was a good technique to use a huge model for it... Really good. Keep the work!!!, 5 stars.

Also I think we're breaking a tradition on TWHL that is the auto-reject of Awp, Fy, and other another custom CS gameplay maps wich didn't require much knowledge of the mapper, well, the "popular" gameplay choices.
Well, I must admit that I don't like they too... But your map is really out of the "Shape" and are the best AWP map out there... Good Job again!.
Commented 16 years ago2007-12-24 10:14:26 UTC in vault item: Santa's Revenge 2 (SP Mod) Comment #16152
Finished and pretty much enjoyed it all.

The weapons were great, my fav. was definitely the grenade singing "Merry Xmas". It had me constantly chuckling in the first 10 mins. Animations were overall clean, though sometimes too repetative/fast (helper elfs repeated the same 2-3 animations every 5 or so seconds, making them look pretty crappy)

I think some Santa taunts after killing the enemies would've worked ok. Something Duke Nukem in a red suit would say, perhaps? ;D

Mapping was solid throughout. Pretty much all areas looked convincing and had moderate detail.

Gameplay-wise - challenging. I think some of the changed weapons could've been introduced earlier. I didn't like the zombies having tons of HP, making you either waste tons of ammo, which isn't plentiful, or go for the frustratingly slow crowbar-kill.

Overall - a very nice Christmas mod. 5* and..

Merry Xmas!
Commented 16 years ago2007-12-24 08:15:43 UTC in vault item: awp_ferreiro Comment #16151
Very nice.

+ Architecture. Both terrain and the houses were very nice and detailed. Props, unlike in de_mon, were chosen well and fit the town-in-the-mountains theme well. The 3D skybox was a great addition too, giving the map depth. The only cons were some of the inaccessible buildings being obiviously undetailed and rushed, deteriorating the overall nice looks.

+ Texturing. Nice and clean textures overall. Though again, some of the inaccessible buildings had badly aligned textures.

+ Ambience. Even with the weird sounds (lawnmower/vehicles ?) - they suited the map. They weren't too loud either making the playing experience more realistic and pleasant.

+ Gameplay. Unlike the other awp maps out there - this one actually has a layout. Simple, but providing lots of possibilities - it should give the players lots of freedom and an overall balanced and enjoyable play.

- Lighting. The only thing I disliked in the map. Dull and boring. You could've gone for something more blu or redish to simulate morning/dusk/dawn - anything but the old boring yellow.

Overall - definitely a very great-looking awp map. Definitely one of the best out there, I think.
Awesome work, as usual. Looking forward to more maps from you. :>
Commented 16 years ago2007-12-24 03:14:55 UTC in vault item: Fy_Vertstadt Comment #16150
Really intersting map, I liked the vertical action on it, but I don't know if it's well balanced.

The lighting is a little weired because of the pink tone on it, but hell, it gives an great athmosphere!

a great competitor :D
Commented 16 years ago2007-12-23 23:11:21 UTC in vault item: dm_bulk Comment #16149
OMG! Thanks a lot to all of your for voting. I didn't expected to win something like this. I loved the reviews and the video.
Thanks a lot!

Happy holidays!
Fergo
Commented 16 years ago2007-12-23 20:44:06 UTC in vault item: Black Mesa Xmas Comment #16148
LOL barney is doing the sprinkler dance
Commented 16 years ago2007-12-23 18:02:56 UTC in vault item: de_vine Comment #16147
Simehong, for fuck's sake, you rate maps on how they play with 1.5 bots! It works fine on up-to-date CS versions, so quit your bloody bitchin'.
Commented 16 years ago2007-12-23 08:59:51 UTC in vault item: Remmiz Test Chamber 2 Comment #16146
Yet another teriffic map, Remmiz.

I didn't actually work out how to do the first puzzle, and got it simply through luck. ^_^

Again, some of the faces which you could shoot portals onto were a little dodgy: you could only place them on a certain little area of it or some such.

During the flinging section, I got stuck a few times on the angled platforms and had to noclip out of them.

Aside from a few bugs here and there, this map lived up to the standard of the original and provided me with a somewhat challenging and very enjoyable experience.

Kudos.

4 stars yet again, my friend.
Commented 16 years ago2007-12-23 06:41:42 UTC in vault item: Fy_Vertstadt Comment #16145
I like it! Very nice lighting and cool gameplay 4 stars ;)
Commented 16 years ago2007-12-22 21:00:09 UTC in vault item: Fy_Vertstadt Comment #16144
Well... After 5 hours the screenshot was changed. Cool!.
Commented 16 years ago2007-12-22 18:57:17 UTC in vault item: Fy_Vertstadt Comment #16143
Hm... I know the clipping isn't good, Is so much hard to make a cool beach on HL... Its better to have a horribly clipped map instead of players wich will be able to see bugs everywhere, Thanks for the 5 stars, that was my first on a completed map.
Commented 16 years ago2007-12-22 16:44:09 UTC in vault item: Fy_Vertstadt Comment #16142
The map is great, but cliping is horrible. I don't like fy_maps very much but mapping is very good.
Commented 16 years ago2007-12-21 19:07:27 UTC in vault item: dm_bulk Comment #16141
Well-Deserved MotM winner. Great stuff. :>
Commented 16 years ago2007-12-21 19:00:39 UTC in vault item: Huey Ride Comment #16140
Can't play it properly, the NPCs won't appear in HL and I don't have OpFor. ;/

The architecture/texturing could be improved, though. You could really go nuts with small gadgets & details in a small area like this, not caring about r_speeds.
Commented 16 years ago2007-12-21 18:44:01 UTC in vault item: Black Mesa Xmas Comment #16139
Heh, nice lil' sequence.

Some recycled content from Life's End, I see. ;]

The maze could've been more challenging, maybe some traps or whatnot to make it more interesting.

Anyway - nice job.

Tis' the season to be jolly after all, so 5* it is.

Merry Xmas!
Commented 16 years ago2007-12-20 22:52:33 UTC in vault item: Huey Ride Comment #16138
The screenshot looks good, but what's the point? My make a map without shooting? :P
Commented 16 years ago2007-12-20 11:13:15 UTC in vault item: Fy_Vertstadt Comment #16137
That gave me a triple orgasm!
Commented 16 years ago2007-12-20 04:23:08 UTC in vault item: Fy_Vertstadt Comment #16136
Not that much.
Commented 16 years ago2007-12-20 01:58:38 UTC in vault item: Fy_Vertstadt Comment #16135
incredible
Commented 16 years ago2007-12-19 17:51:00 UTC in vault item: Fy_Vertstadt Comment #16134
MiB - Brazilian Level Design forum.
Commented 16 years ago2007-12-19 13:48:22 UTC in vault item: Danbix Cube: Source Comment #16133
This is why examplemaps should be rated
Commented 16 years ago2007-12-19 13:34:25 UTC in vault item: Fy_Vertstadt Comment #16132
contest on what site ?
Commented 16 years ago2007-12-19 11:46:06 UTC in vault item: Fy_Vertstadt Comment #16131
Thanks man... I have to explain that I did the clip because the player would be able to see bugs In the fake water effect... About the sprites, I can't do much better on Cs wich I don't know about the existence of a particle entity... Anyways thanks again...
Commented 16 years ago2007-12-19 08:30:12 UTC in vault item: Fy_Vertstadt Comment #16130
I am glad you chose to make a new kind of fy map, and I think this one could turn out nicely in game play. I wasn't too fond of the sprites to be honest but I thought everything else was nice. There was an odd clip though that seemed useless. 4 stars and I would say the nicest fy map I have ever seen.
Commented 16 years ago2007-12-19 08:11:48 UTC in vault item: Fy_Vertstadt Comment #16129
So you are.

Looks cool from the screenshot anyway.
Commented 16 years ago2007-12-19 08:09:28 UTC in vault item: Fy_Vertstadt Comment #16128
I am downloading this son of a bitch immediately.
Commented 16 years ago2007-12-18 13:34:31 UTC in vault item: cm_duskburg Comment #16116
I reviewed it before, but then you deleted the map.

+/- Architecture. The buildings are poor.
+/- Texturing. The general texturing is poor and you made some strange choices. But the rocks blended in nicely along the grass and path.
+/- Ambience. There was some, but a bit too loud for my taste.

- Lightning. It's fine, but the dark lightning is bad for gameplay.
- Gameplay/layout. Combine the many sniper spots with the dark lightning and running out in the open isn't save anymore.

2.5 stars --> 3 stars.
Commented 16 years ago2007-12-18 11:44:17 UTC in vault item: TWHL Dedication Project Comment #16115
Habboi, I have still not forgiven you for not including me in this map
Commented 16 years ago2007-12-17 18:34:49 UTC in vault item: Black Mesa Xmas Comment #16114
=D
four starts for comedy!
"Barney's dancing is a bit poor"
Upon talking to him he responded : "Can we do this later?"
Nice short quickie!
Pipes could be better. As could the tree
But it's christmas!
Commented 16 years ago2007-12-17 15:57:38 UTC in vault item: Black Mesa Xmas Comment #16113
Well, I liked the maze thing!

I noticed a whole lot of stuff to improve in the main room.
There was some overlapping, and the pipe-turn looked a bit weird.
Barneys dancing animation was retarded (but made me lol) and there was an invincible brush in front of the mazegame.

The scientist dancing animation made me lol too, good job on that one!

Visually it wasn't very great, but you put some effort into the entity setup and for that I give you 2.5, rounded up to 3.
Commented 16 years ago2007-12-17 10:46:17 UTC in vault item: Black Mesa Xmas Comment #16112
Screenie looks nice, I'll try it tommorow