Comments

Commented 16 years ago2007-12-17 10:20:02 UTC in vault item: Decals & illumination (fr_terroristattackonfacility) Comment #16111
better mapping tutorials
www.superjer.com/learn.php
Commented 16 years ago2007-12-16 19:09:46 UTC in vault item: Ren_Test2 Comment #16110
A great map. The rotating room is a novel idea. What is the point of the offset window? I never needed to use it.
Commented 16 years ago2007-12-15 23:08:07 UTC in vault item: The Citizen Comment #16109
heh, just noticed i hadn't rated yet. I shared my opinion pretty clearly in the thread, though.
Commented 16 years ago2007-12-15 21:53:40 UTC in vault item: Super Gordon Bros. Comment #16108
hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahah
Commented 16 years ago2007-12-15 18:41:32 UTC in vault item: redka_change_spawn Comment #16107
If you though about the brushwork the answer is no, it is just depending on how many spawns you would like to have.
Commented 16 years ago2007-12-15 18:32:42 UTC in vault item: redka_change_spawn Comment #16106
Yes it would be complex, because each players need to teleport separately. On fun_allinone when two or more players teleported at the same time they get stucked, this is why it is necessary.
Commented 16 years ago2007-12-15 17:56:28 UTC in vault item: redka_change_spawn Comment #16105
To do, I mean.
Commented 16 years ago2007-12-15 17:56:09 UTC in vault item: redka_change_spawn Comment #16104
That would be harder with a more complex map, wouldn't it?
Commented 16 years ago2007-12-15 14:41:34 UTC in vault item: dm_Armazenamento Comment #16103
Well, I have given you my points before and half of them still stand. But seeing from where you started, I think you deserve the 4 stars. My compliments. :)
Commented 16 years ago2007-12-14 20:48:44 UTC in vault item: Ka_Naglis Comment #16102
Genius map.

5/5
Commented 16 years ago2007-12-13 18:48:40 UTC in vault item: Mini compo 2 no name entry Comment #16101
Pretty good scripted sequences - decent architecture outside too. Wasn't anything too spectacular, I think some more action would've been great, maybe more ambients?

Good job overall - 3 stars.
Commented 16 years ago2007-12-11 18:53:42 UTC in vault item: Decals & illumination (fr_terroristattackonfacility) Comment #16100
Commented 16 years ago2007-12-10 17:26:41 UTC in vault item: De_Dragos Comment #16099
This is really a great map if u ask me.. :)
Only one thing I dont like, only 1 bomb site..
But else i really like this map. :)
If just I was as good as you to make cs 1.6 maps.. :)
I never create an really good map.. but this is great.. :)
**** from me.. :P
Commented 16 years ago2007-12-10 11:46:14 UTC in vault item: ctf_fallen Comment #16098
I found at least three leaks on five minutes!
PM me if i shall point them out like Tlax, or i can seal the leaks, then give the rmf. to you...
Commented 16 years ago2007-12-10 00:38:56 UTC in vault item: Remmiz Test Chamber 2 Comment #16097
(c)Striker, I've told you SEVERAL times. DONT REVIEW A MAP UNLESS YOU PLAY IT WITH THE INTENT OF WRITING AN INFORMATIVE REVIEW.
Commented 16 years ago2007-12-09 12:46:11 UTC in vault item: Remmiz Test Chamber 2 Comment #16095
you think? :P
Commented 16 years ago2007-12-08 20:03:21 UTC in vault item: Remmiz Test Chamber 2 Comment #16094
I think they were talking to The_(c)Striker. redka.
Commented 16 years ago2007-12-08 19:52:28 UTC in vault item: Remmiz Test Chamber 2 Comment #16093
I rated it, because I played it!
THIS IS FOR HALF-LIFE2 PORTAL! (as I said before)
Commented 16 years ago2007-12-08 19:27:06 UTC in vault item: Forum / The Run Comment #16092
Nice map. The trigger to open the door from the security room does not work. Otherwise no technical problems.

Gameplay wise you might consider giving the player grenades to add variety to battles, as well as more health. Grunt-fests are fine, but they can get boring very quickly.

Architecture all looks good.
Commented 16 years ago2007-12-08 19:11:26 UTC in vault item: aim_map2005 Comment #16091
not too many crates, though they are overpopulated... just do not, for the love of god, add tires.

http://m0px.net/rimrook/helloftires.jpg
Commented 16 years ago2007-12-08 12:22:51 UTC in vault item: Remmiz Test Chamber 2 Comment #16090
How the hell can you rate this map even if you haven't played it yet. You don't even know what game this map is for!

God...
Commented 16 years ago2007-12-08 11:57:52 UTC in vault item: Remmiz Test Chamber 2 Comment #16089
it's just that good :P
Commented 16 years ago2007-12-07 21:15:53 UTC in vault item: Remmiz Test Chamber 2 Comment #16088
what i dont get is, if he never heard of portal and therefore never played this map, how come he gave it 5 stars?
Commented 16 years ago2007-12-07 20:56:22 UTC in vault item: Remmiz Test Chamber 2 Comment #16087
Your joking... right? :
Commented 16 years ago2007-12-07 18:58:20 UTC in vault item: Remmiz Test Chamber 2 Comment #16086
it is for hl2 portal.
I like it very much, not so easy not so hard, but very ingenious...WELL DONE
Commented 16 years ago2007-12-07 18:42:23 UTC in vault item: Remmiz Test Chamber 2 Comment #16085
what mod is this for ?

Giving a map made for a mod you've never heard of a five-star rating is..
User posted image

.. don't do that again, will you? - Daub
Commented 16 years ago2007-12-07 08:36:41 UTC in vault item: Remmiz Test Chamber 2 Comment #16084
Oh yay, I can't wait! Ill try it tonight maybe. Review will come.
Commented 16 years ago2007-12-06 20:53:36 UTC in vault item: Forum / The Run Comment #16082
Nicely done! As you said, there are a few mistakes so I had to noclip a bit and there wasn't really enough health but the architecture was well designed. I especially liked the curved tunnel.
Commented 16 years ago2007-12-06 08:18:55 UTC in vault item: The Sydney Harbour Bridge Comment #16079
Didn't play the map until now.
Meh!

It was pretty awesome!
Noticed some minor overlapping cases but else it was just amazing!
I mean, the map was huge!
And all those metal bars, woah.

5/5
Commented 16 years ago2007-12-04 21:42:20 UTC in vault item: dm_greentown Comment #16078
cool...
Commented 16 years ago2007-12-03 16:17:11 UTC in vault item: Ka_Naglis Comment #16077
Thanks The(c)Striker :)
Commented 16 years ago2007-12-03 14:55:38 UTC in vault item: Ren_Test2 Comment #16076
Great map, medium difficulty i.m.o. Four out of five because I agree with 'ged' on the generous time limit.

P.S. The computer voice seems to affect people's nerves ;)
Commented 16 years ago2007-12-02 05:44:09 UTC in vault item: dive_in Comment #16075
after 3 years ......a comment and a rate(much a rate ) :))
Commented 16 years ago2007-12-02 05:29:26 UTC in vault item: fy_corridor Comment #16074
mcmitcho , did you ever downloaded the map ? it even has a sound backround , and there is detail .Download and after that judge.
Commented 16 years ago2007-12-01 19:37:09 UTC in vault item: fy_corridor Comment #16073
Yes okay, move on from the shitty CS funmap theme already, no body even wants to download the maps they look so shit.
Commented 16 years ago2007-12-01 19:16:05 UTC in vault item: Remmiz Test Chamber 1 Comment #16072
In one part you can get stuck if you really want(after cross the right door form the picture), but I dont think this is a negative point. Portal's maps are short and are nothing that you can do again.

Really liked it. I am waiting the second one. Thanks for the map!
Commented 16 years ago2007-12-01 12:57:24 UTC in vault item: Ka_Naglis Comment #16071
I'm voting this map for the map of the month.(please excuse my bad english , that's my only excuse)
5 stars . Why ?
This map is the cleanest and nicest looking out of many in the vault
That's why. Although the texture palette is poor, the level of detail makes you just forget that lack of texturing.I know , I know , it's just a knife arena , but did you tried this ? did you played this map ?

On a Cstrike server with no fancy mods , the gameplay is excelent !

The only bad of this map is that .......it's a liitle small you know....:D

Put that away.Look at the detail, I mean , DragosLt , I think you put a lot of effort in this map.

Another factor : That level of detail makes the map very realistic . Karate , gentlemens ? Almost , anly you can't because it's CS :)) .

This map should be the map of the month.Agree with me :D
Commented 16 years ago2007-12-01 12:53:05 UTC in vault item: fy_corridor Comment #16070
might want some boxes and such for cover.
2 stars because it has a tiny amount of detail. But there's still room for improvement. The ceiling is a bit boring, and you might want to actually put bulbs on the strings, not just sprites.
Commented 16 years ago2007-12-01 09:58:48 UTC in vault item: fy_corridor Comment #16068
So it's a corridor, with a room on each end, and unaligned textures?

Sounds great..

No seriously, put some effort into your ideas.
"Just buy weapons and shoot" is not creative, at all.
Commented 16 years ago2007-12-01 07:53:35 UTC in vault item: De_Dragos Comment #16067
Simehong, for the love of god, stop rating maps on how they play with 1.5 bots!
Commented 16 years ago2007-12-01 06:37:00 UTC in vault item: De_Dragos Comment #16066
I use Counter-Strike Source skins in cs 1.6, i don't remember where download :(
Commented 16 years ago2007-12-01 06:34:35 UTC in vault item: Forum / The Run Comment #16065
Dark? Not extremely, but dark.. I can see enything, but if you can't see, i brighten this picture, here :

http://img264.imageshack.us/img264/9000/4890qq9.jpg

:/
Commented 16 years ago2007-12-01 00:00:00 UTC in vault item: dm_bulk Comment #32775
8.2/10
Architecture — 9
Texturing — 8
Ambience — 7
Lighting — 8
Gameplay — 9

Review

A sci-fi theme is one of the easiest ones to accomplish in a Half-Life map, since the original content has loads of suitable textures, models and sprites. I'd normally complain about having seen the same old thing used and well-made in another million maps, though since the contest this map was made for was all about utilizing the original stuff (mainly textures) without any extra custom content - It's fully understandable. So, let me finish my report to the Administrator, check my tie and let's all hop aboard the Vanilla Half-Life tram, before I start asking random bypassers whether they know who ate all the donuts."Now arriving.. dm_bulk"Panels, computers, pipes; from catwalks in the void, to computer and machinery rooms - architecture really makes this map bloom. There's loads of smartly chosen details accompanied with great and creative architecture. No hallway or open area looks the same and no part of any room is left undetailed, where pretty much every flat surface has some gadget, grating or pipe going through it. I really think this was made just right, keeping the details blended with the environment and not going overboard. There were also some moving machinery parts, steam jets and lasers to liven things up, though some areas, like the ones outside the spaceship could've been utilized better. Dynamic scenery, like other ships, asteroids or at least some jet exhaust flames would've worked just right. And even with these pros - there wasn't really anything you'd never seen before. I know, it's hard to achieve that with that many maps released using only original content, though you can always put a bit more effort in it.Texturing, while being limited to only default material, is very nice-looking and accompanies architecture well. Sure, something custom would've worked fine, though most areas, like the hallway with the hanging grating floor, leading to the iris door, or the room right before that hallway looked just right with original textures. I'm sure that alone might've made Bulk one of the winners in the competition it entered. However, apart from one or two weirdly aligned textures, there were some bigger flaws, like using the NULL texture on both normally-visible faces, as well as the ones you see when gaussjumping. Nothing too serious, but it deteriorates the overall great looks and is a bit annoying ingame.Along with texturing being completely original HL, only default ambients were used. Sound choices and placement were logical, although not flawless. Variety is usually a great thing, but since there are almost no bigger areas in the map - giving each room a different ambient sound isn't the best idea. There's too much contrast and different sounds are constantly interferring with each other in most areas, making it pretty annoying after a longer time of play. Either tune the existing sounds, adjust their radius and volume, or go for a base ambient track played throughout the map, removing some of the sounds in smaller areas. Some env_sounds would've livened things up a bit more too.Lighting, on the other hand, was overall pretty much great, with lots of contrast, giving each area even more of a distinct feel. Light source placement was creative enough, with lights put almost everywhere imaginable, and looked good with the sci-fi setting. What I think it lacked is some color variety, maybe some different light styles too. Things are pretty much clean in the gameplay department. The layout is overall close-quarters for some nice crowbar/shotgun fights, though it also has a couple of open areas for the heavier stuff. Weapon placement is great, ammo is plentiful, though there's something I found missing, but didn't realise what untill I ran the map for the 2nd time. There's no healthkits or batteries. At all. It's no real flaw and I guess the four health and three suitchargers in the map are supposed to compensate that, though I still find it strange not including any quick health or suit powerups, often saving you in combat.

Bottom Line

If I would've been the judge in the competition this map was made for, Bulk would have gotten my vote. With great utilization of original content, awesome looks, having only a couple of problems, and good gamplay - dm_bulk is definitely worth being on the maplist of any HLDM server.
Commented 16 years ago2007-12-01 00:00:00 UTC in vault item: dm_bulk Comment #32774
7.6/10
Architecture — 9
Texturing — 7
Ambience — 6
Lighting — 7
Gameplay — 9

Video Review

Bottom Line

Overall - the map's strongest point is definitely the architecture. I get the feeling that Fergo's more used to making singleplayer maps, due to the nulled faces being accessible with the deathmatch Gauss gun, the loud sounds, which in singleplayer you'd only hear for a short time in passing. Dm_bulk is a very good map, but it could be improved.
Commented 16 years ago2007-12-01 00:00:00 UTC in vault item: dm_bulk Comment #32776
8.5/10
Architecture — 8.5
Texturing — 8.5
Ambience — 9
Lighting — 9
Gameplay — 7.5

Review

DM_bulk is indeed a success if we consider the premise under which it was built.Using only the HL wad, the mapper was able to create a deathmatch level which still looks visually original, and that's not exactly easy. Part of it is thanks to where those textures have been placed (brushwork) and how we get to see them (lighting). While keeping a good performance across the whole map, it's always full of eye candy and keeps a good lighting contrast where needed.The texturing, however, does have occassional flaws, most regarding alignment across curved faces (which stand out due to the quality of the overall texturing) and sometimes it's obvious where the null texture has been applied. In terms of architecture, the brushwork is clean and full of detail. The layout, however, isn't as impressive. While it does work (and offers a lot of potential for close-range combat), we still feel that the map is composed of little to medium sized areas connected by hallways. They look great because as we said, every room has been carefully treated with the right amount of detail. But we could miss some bigger reference area or more overlapping of rooms. It would've required less detail in those places to reduce r_speeds (which wouldn't help the map in its "texturing" contest), but we would've ended up with better gameplay. If a map is stripped of it's fine detail and brushwork and left with a very basic layout, it should still be interesting. Ambience is great throughout the whole map, with your typical HL machinery ambience, computer sounds etc. It would be perfect if some env_sounds had been added to change the echo in some of the rooms.Gameplay is fun for close-range combat as we mentioned, and there's even some room to use the RPG if you're careful. Some decisions of clipping potentially strategic places when it would be obvious a player would reach them is a negative point. Talking about the layout again, the multi-height encounters are too few, and we end up fighting each other almost always at the same level. That makes the use of snarks and grenades a bit less effective.

Bottom Line

A nicely crafted map, which looks fresh considering it only uses standard HL textures. The detail and ambience are spot on. The nature of the layout gives us a map with a correct gameflow and overall nice combat, yet the potential for deathmatch battles in all three dimensions hasn't been considered enough to make the map stand out in that sense.
Commented 16 years ago2007-11-30 16:20:26 UTC in vault item: Crazy Crabs Comment #16064
No. I first call it MadCrabs 2. Rename it because in Internet already have French Mod MadCrabs 2.
Commented 16 years ago2007-11-30 16:18:00 UTC in vault item: Half-Life: Emergency Comment #16063
Commented 16 years ago2007-11-29 19:39:22 UTC in vault item: pls_fy_deak_square Comment #16062
First map you say? Well it's an excellent start. The ceiling is rather bright and painful to look at, but I loved the escalators. Nice work.
Commented 16 years ago2007-11-29 16:13:01 UTC in vault item: Danbix Cube: Source Comment #16060
Hehe I can solve it, it is just math. Did you know that is was invented by a Hungarian person (like me)...Very nice anyway...xD
Commented 16 years ago2007-11-29 13:40:37 UTC in vault item: Danbix Cube: Source Comment #16059
Wow, very cool. ;o
Great work.