Commented 16 years ago2007-12-27 21:24:18 UTC
in vault item: dm_industrialComment #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.
Commented 16 years ago2007-12-26 23:23:52 UTC
in vault item: RuinrockComment #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.
Commented 16 years ago2007-12-26 23:17:36 UTC
in vault item: PsychodeliaComment #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.
Commented 16 years ago2007-12-26 11:16:51 UTC
in vault item: Fy_VertstadtComment #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.
- 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!
Commented 16 years ago2007-12-25 08:30:08 UTC
in vault item: de_jihadComment #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.
- 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 06:37:30 UTC
in vault item: awp_ferreiroComment #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 05:26:00 UTC
in vault item: Fy_VertstadtComment #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 18:25:27 UTC
in vault item: Kaufmann HouseComment #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:
Commented 16 years ago2007-12-24 15:39:57 UTC
in vault item: de_jihadComment #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 13:05:08 UTC
in vault item: awp_ferreiroComment #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!.
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.
Commented 16 years ago2007-12-24 08:15:43 UTC
in vault item: awp_ferreiroComment #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 ago2007-12-23 08:59:51 UTC
in vault item: Remmiz Test Chamber 2Comment #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.
Commented 16 years ago2007-12-22 18:57:17 UTC
in vault item: Fy_VertstadtComment #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 ago2007-12-21 19:00:39 UTC
in vault item: Huey RideComment #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 ago2007-12-19 11:46:06 UTC
in vault item: Fy_VertstadtComment #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_VertstadtComment #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 ago2007-12-18 13:34:31 UTC
in vault item: cm_duskburgComment #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.
Commented 16 years ago2007-12-17 18:34:49 UTC
in vault item: Black Mesa XmasComment #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 XmasComment #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.
I'm looking forward for your next release.
4 Stars.
3.5 stars up to 4.
3 Stars.
- 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.
+ 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.
- 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.
http://www.themightyatom.nl/screenshots/portal_ren_maps.jpg
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
C:\Sierra\Half-Life\santasrevenge2\cl_dlls\client.dll"
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!.
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!
+ 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. :>
The lighting is a little weired because of the pink tone on it, but hell, it gives an great athmosphere!
a great competitor
Thanks a lot!
Happy holidays!
Fergo
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.
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.
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!
Looks cool from the screenshot anyway.
+/- 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.
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!
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.