Commented 16 years ago2007-11-27 19:25:30 UTC
in vault item: Ren_Test2Comment #16050
Fantastic map, I was also sad there wasn't more beyond the last door.
Solving the energy ball puzzle was easy... but I was actually surprised that I managed to implement the solution. I'm not all that fast/accurate (I get destroyed playing DM games). It'd be neat to lower the lifespan of the ball and challenge the player to do all the placements/rotation in time.
You might want to consider adding in time/portal/steps challenges. That'd be fun...
Commented 16 years ago2007-11-26 11:56:45 UTC
in vault item: Ren_Test2Comment #16045
yes the energyball puzzle is the thoughest one however with a good planning i did it at 2nd try. My first try went bad not because timing but aiming the portal infront of the energyball's last destination. So it was fun to finish that map.
Commented 16 years ago2007-11-25 15:43:32 UTC
in vault item: dm_biologicalComment #16043
Blinding little map,but why the water it just ups the fps to unplayable levels.Any chance you get ditch the water now the comp has ended, and you might see it being added to a few servers.22G small maps for starters.
Commented 16 years ago2007-11-25 08:16:26 UTC
in vault item: Ren_Test2Comment #16042
solvable (took 1 hour for me to get the hang into the tricks) but a bit tricky... similar to the questions in IQ tests. when the ball gets to the first room (and you should make it hapen by doing a rotation trick and open the first rooms door by standing next to it while ball gets in) then act quick to open portals for the energy ball to go to the last glass rectangular prism while going back to the rotate room and rotate before the ball gets into the portal in the first room (which leads it way through the last way). before what happens, meanwhile, the ball must be in a reflecting state in the first room (doors closed) heading to one of the portals which would eventually and inevitably lead to that glass (last) roadway to its "energy ball catcher". actually i did it in the first try besides there is no need to try 15000 times if you know the deterministic way. And, oh, there IS a deterministic way. The only thing is that you need to figure it out (do not even try to chaotically reflect the ball via rotating the room while it goes to the hole and reflecting it using the edge of the hole heh) if you try that chatic way then you would need to try 15000 times.... wish you good luck ppl out there who'd try to solve this MAGNIFICENT puzzle. Thanks bethesda. 5 Stars straight without any doubt.
Commented 16 years ago2007-11-24 21:34:59 UTC
in vault item: The CitizenComment #16041
I had a chance to play some more.
I am sure you are aware of this problem already, but inside the church, you have some model occluders that prevents the Combine soldiers from being rendered. As a result, if you fight those enemies from inside the church, they're invisible.
You have to move the occluders further back, behind those soldiers.
Commented 16 years ago2007-11-23 07:36:31 UTC
in vault item: SilentFear v1.4Comment #16034
I looked at 1.3 and I was pleased to see you'd taken some of my advice. It has improved a little from 1.2. But you need to actually lengthen this thing now.
Keep going, let me know when you have 15 minutes worth of gameplay and then I'll have another look.
Right now it's a bit too short to say much else.
If you want my help with anything specific, PM me.
Commented 16 years ago2007-11-21 18:23:23 UTC
in vault item: SilentFear v1.4Comment #16030
Good to see you trying out some Singleplayer work, Ghetto
It is the true path
You have tried to get a bit of atmosphere going, and begun to succeed. Only a little so far, but it's definately a start.
I suggest you try to add to what you have in a way which makes it look more like a real ship. Make some windows which show other rooms which the player can't get to, but he can see into them. Fill them with the kind of things you might find on a Russian ship.
Try and vary the lighting more, and definately add more detail to structures which you want to appear broken.
Add detail to what happens too. It would be nice, for example, when the explosion blows a small hold in the roof, if something were to fall out of the hole. Maybe that's how the crowbar could appear, instead of just being on the floor. Or just some metal bits, to make it look like a part of the ceiling really did just blow up.
Commented 16 years ago2007-11-21 14:42:30 UTC
in vault item: SilentFear v1.4Comment #16028
Well, it honestly wasn't too bad. I've seen worse.
The player start didn't make much sense. I was unsure of why I was standing there and what I was doing before the game started.
If I didn't look at your overview, I may not have gotten the crowbar right away. You did have a vent that blocked the players progress if he didn't have the crowbar, but you made it possible to get the pistol first. The player could advance without the crowbar, which I assume is a necessary item.
Also, you need to establish what is going to hurt the player, and what isn't. Once I realized that all those sparking metal wires and boxes didn't actually hurt me, I was surprised when I was later shocked by... a sparking metal box. Granted, it was a bigger box, but that's about the only thing that distinguished it.
Either all sparking metal things need hurt the player, or none of them can. It's basic level design. You need to be consistent.
Some of this level looked placeholder, and I assume some of it was because it is unfinished. For example, the broken metal floor that happens to be in the screen shot. It's broken in an unbelievable, uniform, and just plain ugly way.
The sirens sounded like they were going off in a city, not on a boat.
Obviously I'm just being picky now, but you need to take every little thing into account, because people will notice them. No matter how small.
Commented 16 years ago2007-11-21 08:06:49 UTC
in vault item: Ren_Test2Comment #16027
Took about ten minutes. Was a little frustrating messing with the energy ball at first then figured out a lot simpler way >:) I just assumed you had to do something more complicated at first. a few bugs but I didn't think it was a big deal.
as far as the guy talking about portals on rotating platform.. you should notice thats the same in the game as well. as soon as any platform moves the portal disappears. Not the mappers fault.
I didn't notice any problem with companion cube disappearing ? except after being ignored too long. And it doesn't let you spawn more than one anyhow..
Liked the map. The energy ball disappears behinds some textures in the room which makes it a little more challenging to track. And I discovered a way to fall thru the floor and become permanently stuck If you stand against the wall and set a portal on the square platform near the side.. you fall halfway thru the floor. you can see into another room on the ceiling and press the button there but you cant move again
If it takes you 150,000 times to complete, then you should take your computer back to where you bought it and tell them your too stupid to own a computer. If it were easy it wouldn't be any fun at all.
Commented 16 years ago2007-11-20 15:35:16 UTC
in vault item: KnOwDreamHouseComment #16024
i try download, but it not work because download not can do on this ISP. Me like screenshot but where the light. Not bright map = no is good for teamplay.
I prefer map descriptions when the English is fluent. Too bad I can't download this right now, but I can tell from the screenshot that players will need to use their flashlights a lot. That's not a good thing when the object is to kill people without being killed. By the way, what kind of CS map is this? as_, de_, cs_, or what?
Commented 16 years ago2007-11-19 15:35:23 UTC
in vault item: compo24_deathanComment #16021
Absolutely awesome. Just a few minor realism things: -The power generators aren't that obvious. They need to look more important than a wall-mounted breaker box. After all, this is THE LAST TREE in the world. -The terrain at the end of the large retention pond. I find it particularly frustrating in any CS map when there's a clip brush placed across an open space. There needs to be a reason you can't walk off the compound, like a fence. Again, this is really good work.
Commented 16 years ago2007-11-17 19:52:03 UTC
in vault item: De_DragosComment #16016
I don't like de_ maps with one bomb site (it looses sense than). One more thing, please read some tutorial about sky box. I can see in spectator mode things that I shouldent see.
Commented 16 years ago2007-11-17 15:32:37 UTC
in vault item: The CitizenComment #16014
Pretty good mod, worth the wait. The mapping looked realistic in pretty much every area, and looked very hl2 like. The only problem i had with the mod mainly was that sometimes it was unclear where to go. As stated earlier it is not needed to have text prompts repeat what people have already said, but i scrambled around in the begining for about 20 minutes before i realized to talk to the girl in the basement, i was expecting to look for a key, and having the player go up to someone and talk to them usually isnt in the HL2 style, so it was something i didnt expect. Voice acting could have been alot better in a few points where you would expect that person to have a higher tense voice, or just talk louder in certian situations. However this mod is too good to be spoiled by these few things
Commented 16 years ago2007-11-17 11:12:11 UTC
in vault item: dm_ArmazenamentoComment #16013
Under the elevator in the central area. The AAATRIGGER texture, that's got Gabe's face on it (the one from from xeno.wad, I think) is applied to the botton of the elevator floor and it might be just me, but it's scrolling, like it was a conveyor.
Commented 16 years ago2007-11-17 08:13:43 UTC
in vault item: De_DragosComment #16009
?itą ?emėlapį kūriau gan SENAI, tada dar NEBUVAU toks mapperis kaip dabar ! Todėl, prypa?ystu, kad trūksta to ką pasakiai. Ir dar kaikas, dėl to i?lipimo i? vandens, tu turbū? nepastebėjai, ant vienos sienos yra apaugę ?olės, jomis gali u?sirop?ti į vir?ų!
Commented 16 years ago2007-11-17 03:15:10 UTC
in vault item: dm_ArmazenamentoComment #16008
If you mean the RPG, yeah it was just a little stash for me to ambush and grab a 'little' fire power (This was made for the purpose of a small game at school with a few people in class).
If you actully found it with use of the button, well nice work.
I'll update this again soon, I'll add a few traps and stuff as you mentioned.
Commented 16 years ago2007-11-17 01:17:16 UTC
in vault item: De_DragosComment #16007
@computergod: To clear things up in the simplest, I suppose what I was hearing is they were both completely incompatible games. CS 1.6 works with CZ, CZ usually works with 1.6 except for some of the CZ textures used occasionally...
Commented 16 years ago2007-11-16 18:46:35 UTC
in vault item: dm_ArmazenamentoComment #16006
Quite nice.
It's cool that you've actually added a wee bit from everything in HL (transit system, machinery, xen flora even!), which, combined with the ambience gave for an interesting, familliar feeling. Architecture, texturing and lighting was clean, but about average almost everywhere. Nothing too spectacular.
Weapon placement was pretty good, the layout - plain and simple.
What a map as small as this lacked was interactivity. None of the buttons/levers throughout the map did anything. Some traps, or puzzles would've been fun.
What amuses me the most is the name (even if there's no connection between it and the map). A clever way of making something dull in english sound fancy and exciting.
Commented 16 years ago2007-11-16 18:11:14 UTC
in vault item: De_DragosComment #16004
Most CZ maps have a _cz in the end, or info about it in the readme, etc. Though, yeah, a CZ icon for the MV wouldn't hurt.
Dragos: Neblogas map, bet minusu tikrai buvo. Apsvietimas man nlb patiko. Blankus labai, pagal skybox'a turetu but labiau oranzinis, i vakara uznesantis. Taip pat, kad tik 1 bombsaita idejai, ir kad CT kaiptik jame ir atsiranda gan bloga ideja geimplejui, nes jiem iskart sukuriamos idealios salygos campint. Garsu irgi truko, vejas, pauksciai medziuose, vandens ciurlenimas - visi prideda siek tiek prie realistiskumo. Dar viena beda buvo tai, kad ikrites i kanala po tiltu nebegalejai atgal ten uzlipti ir turejai ilgiausia kelia eiti aplink, kol vel sugryzt galejai. Deziu, man atrodo, truputi per daug. Priedangai galejai originalesniu, prie pilies(?) labiau tinkanciu objektu idet (statulos, augmenija, akmens detales).
Aisku, pliusai butu geros teksturos, svari ir nebloga architektura, detales. Patiko, kad beveik visur zemes pavirsius gruobletas buvo, gerai atrode. :>
Commented 16 years ago2007-11-16 15:21:32 UTC
in vault item: De_DragosComment #16002
Thanks, DragosLt. Still, there are some resources that don't come with CS, but are necessary for CZCS maps. I tried downloading a czcs map a while ago from someone, and it didn't run on my version of Counter-Strike. It said it required hlbasics.wad, czcs_office.wad, and a few others. That's the only reason I wanted to know.
Great work.
Solving the energy ball puzzle was easy... but I was actually surprised that I managed to implement the solution. I'm not all that fast/accurate (I get destroyed playing DM games). It'd be neat to lower the lifespan of the ball and challenge the player to do all the placements/rotation in time.
You might want to consider adding in time/portal/steps challenges. That'd be fun...
actually i did it in the first try besides there is no need to try 15000 times if you know the deterministic way. And, oh, there IS a deterministic way. The only thing is that you need to figure it out (do not even try to chaotically reflect the ball via rotating the room while it goes to the hole and reflecting it using the edge of the hole heh) if you try that chatic way then you would need to try 15000 times....
wish you good luck ppl out there who'd try to solve this MAGNIFICENT puzzle.
Thanks bethesda. 5 Stars straight without any doubt.
I am sure you are aware of this problem already, but inside the church, you have some model occluders that prevents the Combine soldiers from being rendered. As a result, if you fight those enemies from inside the church, they're invisible.
You have to move the occluders further back, behind those soldiers.
When i replace the .map extension with the .bsp extension, my HL crashed (again)
Keep going, let me know when you have 15 minutes worth of gameplay and then I'll have another look.
Right now it's a bit too short to say much else.
If you want my help with anything specific, PM me.
It is the true path
You have tried to get a bit of atmosphere going, and begun to succeed. Only a little so far, but it's definately a start.
I suggest you try to add to what you have in a way which makes it look more like a real ship. Make some windows which show other rooms which the player can't get to, but he can see into them. Fill them with the kind of things you might find on a Russian ship.
Try and vary the lighting more, and definately add more detail to structures which you want to appear broken.
Add detail to what happens too. It would be nice, for example, when the explosion blows a small hold in the roof, if something were to fall out of the hole. Maybe that's how the crowbar could appear, instead of just being on the floor. Or just some metal bits, to make it look like a part of the ceiling really did just blow up.
Keep at it!
The player start didn't make much sense. I was unsure of why I was standing there and what I was doing before the game started.
If I didn't look at your overview, I may not have gotten the crowbar right away. You did have a vent that blocked the players progress if he didn't have the crowbar, but you made it possible to get the pistol first. The player could advance without the crowbar, which I assume is a necessary item.
Also, you need to establish what is going to hurt the player, and what isn't. Once I realized that all those sparking metal wires and boxes didn't actually hurt me, I was surprised when I was later shocked by... a sparking metal box. Granted, it was a bigger box, but that's about the only thing that distinguished it.
Either all sparking metal things need hurt the player, or none of them can. It's basic level design. You need to be consistent.
Some of this level looked placeholder, and I assume some of it was because it is unfinished. For example, the broken metal floor that happens to be in the screen shot. It's broken in an unbelievable, uniform, and just plain ugly way.
The sirens sounded like they were going off in a city, not on a boat.
Obviously I'm just being picky now, but you need to take every little thing into account, because people will notice them. No matter how small.
as far as the guy talking about portals on rotating platform.. you should notice thats the same in the game as well. as soon as any platform moves the portal disappears. Not the mappers fault.
I didn't notice any problem with companion cube disappearing ? except after being ignored too long. And it doesn't let you spawn more than one anyhow..
Liked the map. The energy ball disappears behinds some textures in the room which makes it a little more challenging to track. And I discovered a way to fall thru the floor and become permanently stuck If you stand against the wall and set a portal on the square platform near the side.. you fall halfway thru the floor. you can see into another room on the ceiling and press the button there but you cant move again
If it takes you 150,000 times to complete, then you should take your computer back to where you bought it and tell them your too stupid to own a computer. If it were easy it wouldn't be any fun at all.
here is the original map
http://www.snarkpit.net/maps.php?map=1345
I prefer map descriptions when the English is fluent. Too bad I can't download this right now, but I can tell from the screenshot that players will need to use their flashlights a lot. That's not a good thing when the object is to kill people without being killed.
By the way, what kind of CS map is this? as_, de_, cs_, or what?
4/5
-The power generators aren't that obvious. They need to look more important than a wall-mounted breaker box. After all, this is THE LAST TREE in the world.
-The terrain at the end of the large retention pond. I find it particularly frustrating in any CS map when there's a clip brush placed across an open space. There needs to be a reason you can't walk off the compound, like a fence.
Again, this is really good work.
The only problem I have is with the meaning with it all, I'm not sure what the political parts of your vid is trying to prove
In my view no killing is justified especially of innocent civilians...and I also feel anyone who joins any army voluntarily is a fool.
That entire conflict was a complete waste of time from both sides and I don't think anyone has gained anything
Screeneh
Seemed too funny to be a coincidence. :>
Thanks.
.. or is that just something you've overlooked?
If you actully found it with use of the button, well nice work.
I'll update this again soon, I'll add a few traps and stuff as you mentioned.
And thanks for the Comments and Ratings.
It's cool that you've actually added a wee bit from everything in HL (transit system, machinery, xen flora even!), which, combined with the ambience gave for an interesting, familliar feeling. Architecture, texturing and lighting was clean, but about average almost everywhere. Nothing too spectacular.
Weapon placement was pretty good, the layout - plain and simple.
What a map as small as this lacked was interactivity. None of the buttons/levers throughout the map did anything. Some traps, or puzzles would've been fun.
What amuses me the most is the name (even if there's no connection between it and the map). A clever way of making something dull in english sound fancy and exciting.
Overall - I liked it. Nice easter egg(?) too.
Dragos:
Neblogas map, bet minusu tikrai buvo. Apsvietimas man nlb patiko. Blankus labai, pagal skybox'a turetu but labiau oranzinis, i vakara uznesantis. Taip pat, kad tik 1 bombsaita idejai, ir kad CT kaiptik jame ir atsiranda gan bloga ideja geimplejui, nes jiem iskart sukuriamos idealios salygos campint. Garsu irgi truko, vejas, pauksciai medziuose, vandens ciurlenimas - visi prideda siek tiek prie realistiskumo. Dar viena beda buvo tai, kad ikrites i kanala po tiltu nebegalejai atgal ten uzlipti ir turejai ilgiausia kelia eiti aplink, kol vel sugryzt galejai. Deziu, man atrodo, truputi per daug. Priedangai galejai originalesniu, prie pilies(?) labiau tinkanciu objektu idet (statulos, augmenija, akmens detales).
Aisku, pliusai butu geros teksturos, svari ir nebloga architektura, detales. Patiko, kad beveik visur zemes pavirsius gruobletas buvo, gerai atrode. :>
3/5.