Comments

Commented 16 years ago2007-11-16 06:52:04 UTC in vault item: De_Dragos Comment #15999
saw1833 = very right.
Commented 16 years ago2007-11-16 00:49:51 UTC in vault item: The Citizen Comment #15998
sounds worthwhile, will download and play today. review tomorrow
Commented 16 years ago2007-11-15 20:32:35 UTC in vault item: dm_Armazenamento Comment #15997
I remember this map. I quite liked it. I thought it was a bit of a round and round map but otherwise quite nice
Commented 16 years ago2007-11-15 20:21:26 UTC in vault item: De_Dragos Comment #15996
Blitzkrieg = very right.
Commented 16 years ago2007-11-15 18:03:30 UTC in vault item: Tetrisitis (for Flat-Life) Comment #15995
Very nice.
A more tetris-like interface (score, etc) would've been awesome.

Still - great job. :>
Commented 16 years ago2007-11-15 17:27:04 UTC in vault item: Teleport Sample Comment #15994
I returned so i can help you!!! :)
Commented 16 years ago2007-11-15 16:22:22 UTC in vault item: Dm Hairpoint Comment #15993
you played it before rating it, yes?

Remember to at least list a couple of +'s and -'s to help the mapper, a rating isn't much use without them!
Commented 16 years ago2007-11-15 15:53:07 UTC in vault item: De_Dragos Comment #15992
yes it will.
Commented 16 years ago2007-11-15 15:14:30 UTC in vault item: De_Dragos Comment #15991
I noticed that there are lots of people posting CS maps, but they don't say whether the map is for Counter-Strike or Counter-Strike: Condition Zero. Please specify which engine this map is for, because the two engines are different enough that one map won't run on both of them!
Commented 16 years ago2007-11-15 14:14:48 UTC in vault item: Remmiz Test Chamber 1 Comment #15990
Thanks Blitzkreig and Trapt. I tried to make it more fun than difficult and it's very hard to achieve a nice balance of the two. Regarding the bugs you listed Trapt: I must have forgotten to set the flag on that door for it to damage the player, my bad. And I also noticed the shooting through door part was kinda dodgy. Although, I couldn't figure out a way to fix it since it mainly has to do with the model for the door frame.

I am working on remmizchamber2 which will be a little more difficult than this one. So be on the lookout for that!
Commented 16 years ago2007-11-15 10:40:17 UTC in vault item: Dm Hairpoint Comment #15989
Needs some lighting.......can't see anything...
Commented 16 years ago2007-11-15 08:05:32 UTC in vault item: Remmiz Test Chamber 1 Comment #15988
Enjoyed it a lot. You stuck to VALVe's style and I like that.

There are a couple of bugs I noticed though:
-You can get stuck in the timed door if it closes as you go through it. Make it crush the player or something.
-The surface at the end of the corridor in the last part of the chamber after you've pressed the first button down and you need to shoot a portal down to the other end to get to the cube protected by turret... it's kind of dodgy. It won't let you shoot portals on the left side, and sometimes the right. It seems random.

Either way, I enjoyed the map and it seemed well made. Good job.

4 stars.
Commented 16 years ago2007-11-15 02:06:00 UTC in vault item: The Citizen Comment #15987
There are occasional radioactive slime puddles that force me to keep the air boat.

One more thing, the detonator for the explosives (where there are two rappelling Combines plus a sniper) was very difficult to trigger. Most of the times when I "used" it, I ended up picking up the entire device instead of triggering the detonator.
Commented 16 years ago2007-11-14 21:23:24 UTC in vault item: Remmiz Test Chamber 1 Comment #15986
Well I'm glad this is the first in a group, because I want more! The portal maps stopped flowing here recently.

Anyways, hooray for file structure and what-not. I enjoy this being in my bonus maps. Also it's great you included the challenges.

The map itself was quite good. It didn't take very long, but then again most portal maps don't. It helps that you included the challenges. The difficulty was ok, a little easy but that depends on the player I guess. I liked that the puzzles made sense. I didn't have to figure them out by just guessing a hundred different times, they are all pretty good. Took me a few minutes to notice the second cube up with the turret, perhaps a light to get the player's attention? The turret's laser might do the trick, but you can't see it from the floor.

I would definitely recommend this to people looking for more Portal fun but may have found a couple of the other Portal maps in our vault too challenging to be fun. This map is just fun.

All in all, what a Portal map should be.
Commented 16 years ago2007-11-14 20:55:23 UTC in vault item: Remmiz Test Chamber 1 Comment #15985
Prepare for review. Downloading.
Commented 16 years ago2007-11-14 15:43:06 UTC in vault item: cs_deathmatch_simpsons Comment #15984
Some buildings or sandbags perhaps?
Commented 16 years ago2007-11-14 15:32:40 UTC in vault item: The Citizen Comment #15983
Thanks Satchmo. I'm glad you're having some fun with it. :D

We will definately be doing an update at some point. Since release, there are a few fairly big bugs that have been uncovered. They don't affect everyone, so there's a fair chance you'll get through without problems. But if you do see any problems, let us know. We're going to fix them.

If the airboat is annoying you too much, it won't stop you finishing the game if you want to leave it behind. And even if you keep it for as long as you can, you won't have it for a very long time.

I hope you enjoy the rest of it :D
Commented 16 years ago2007-11-14 15:32:12 UTC in vault item: The Citizen Comment #15982
I forgot to mention. I think text prompt is overused at times, especially in the beginning.

For example, once the guy told you to get his TV for him, I don't think it's necessary to spell out it again. And many of the text prompts, like "Follow her" and such, are not needed, in my opinion.

Some earlier parts would be better if the lighting is brighter, because the player doesn't have the HEV suit yet, so there's no flash light to illuminate certain dark areas of the map.
Commented 16 years ago2007-11-14 15:15:32 UTC in vault item: The Citizen Comment #15981
I haven't played through its entirety yet, but I like it so far.

I know you're not going to make any major changes, but I get frustrated at times when negotiating tight corners in the air boat.

Unless there is a vast area to drive the air boat, getting it around small spaces can be trying on the nerves.

I've found a few Easter Eggs so far. They're nicely incorporated into the game. :)
Commented 16 years ago2007-11-14 11:25:39 UTC in vault item: compo24_deathan Comment #15980
Well ...my eyes felt on the ground (felt? sorry for my bad english! :D )
when I saw it. It's all beautiful !! The only missing thing is...well....the sound :D
Commented 16 years ago2007-11-14 00:21:52 UTC in vault item: ff_duality (for Fortress Forever) Comment #15979
What got me started in mapping.
Commented 16 years ago2007-11-13 22:19:53 UTC in vault item: Ren_Test2 Comment #15978
Appears a very clever map. Unfortunately I'm getting a problem where the evil spherical impostor companion cube spontaneously disappears at random intervals and I have to go back and spawn another. At first I thought "Gosh! The sphere has a time limit, this is going to be very hard indeed, what fun" Then I realized after the third or fourth spawn that it was random, sometimes it would disappear when it hit a poly it didn't like, sometimes it would be rolling along the smooth ground and just vanished as soon as I turned my back. Looks like a great map, but unplayable until this is resolved.
Commented 16 years ago2007-11-13 17:30:55 UTC in vault item: Ivy Comment #15977
Invest some time into working on cliffs and rocks. Not actual mapping but try some experiments. There's something about your last two maps, Ivy and DM_Cliff, that have something about the organic tone to them.

If you need help with the compiler to output smoother lighting, let me know.
Commented 16 years ago2007-11-13 16:59:13 UTC in vault item: Ivy Comment #15976
:) wow i didn't expect you guys to give such good reviews.
There is a hidden crossbow in the map. (take the bridge to the roof) Makes things a bit easier.
I wish i can expand on this some more but i really have no clue what i want to do with it.
The storyline was formulated for the map.
Not the other way around, like usual.
Thanks for the input i really appreciate it!
Commented 16 years ago2007-11-13 16:40:17 UTC in vault item: compo24_deathan Comment #15975
I liked it a lot. A couple of areas in the map feel a little bit empty, but overall I thought it was very good.

The lack of much sound was a bit disappointing but it would be less noticable if people were actually fighting on the map.

The clips were understandable, but being stopped by an invisible wall is always a bit irritating, no matter how justified it might be.

I gave dm_particle 5 stars and this is just as good, if not better, so 5 stars for this as well.
Commented 16 years ago2007-11-13 16:36:04 UTC in vault item: dm_particle Comment #15974
Lights: Well yeah, I kinda noticed, that it was too dark in some places, but thought it was ok, 'cos it was bright enough on my laptop. Walking through the map again...yep, the restaurant is too dark, especially the stairs.

Ambience: That was the last thing I was adding to the map, and didn't have enough time, to tweak around with it for too long. Not much of an excuse, but true.:)
Commented 16 years ago2007-11-13 16:26:50 UTC in vault item: Ivy Comment #15973
Okay, I was finally able to play it.

The beginning was kinda weird. The way, how barney's message appeared was a bit awkward. I think it would have been better to have all black background for the message, and you could have avoided that nasty camera movement with a simple trick: make a short fade out and fade in, in that few seconds, the camera can adjust to the target, and that had even added a lot to the mood.

I also had problems figuring out, that you were supposed to open the metal box, to gain acces to your crowbar - you don't usually see that in HL - but I guess it was ok, it was only my lameness. :)

After that, I got down the waterfalls, and got to the actual shooting scenes. The mapping was great overall, with nice brushwork all around the map - the texturing however was not that great. There were only a few textures in the entire map, and pretty much of them were applied to weird places. It was a little out of the place, that a wall had a roof texture applied to it.

There was another thing, what really bothered me: the enemies. Those damn black ops are a bitch to kill, especially if you don't have the right guns against them. It was ok inside that house and in the caves, but those two whores on the roofs really pissed me off. I mean, taking them out, was next to impossible. The first one was just impossible to kill, without having the other one shooting your ass. And this other one - which was next to the radio tower - was constantly hiding behind that damn thing, and you had no cover (In HL, you always had boxes for cover, when fighting black ops). If you give the player a magnum, it would be no problem, but with the shotgun and mp5, which all lack accuracy, and pistol, which lacks power, it was just out of the question. I was only able to kill them, after the whole map ended.

It's also possible to avoid them, by just simply running away from them, but that makes this map really short. So, maybe some grunts would have been a better choice, with black ops maybe only in the cave.

Overall, this map could have been much better, with the little tweaks mentioned above, IMO. But I guess you didn't have that much time for it, you mentioned that in the forums.

In it's current state, I give it 3,5 stars, rounded to 4.
Commented 16 years ago2007-11-13 16:20:15 UTC in vault item: Ivy Comment #15972
+ Action. I like Action. Wasn't boring to look at.
+ Beginning. I like that crate that opened up.
+ Extra points for natural setting.
+ Awsome organic brushwork. Tweak your compile settings, mostly rad, to smooth out the lighting and make the rocks look round.
+ Don't let the bad stuff fool you, this map has a lot of interesting layout uses and brushwork to go with it, as well as necessarily detailed without being too over the top.

= Little confused about where I was supposed to go after a short while.
= Ending... 'tis funny.

- Texturing. Hunt out some good ones on the internet and learn to edit them to your liking. Might help with blending the features of the map together.
Commented 16 years ago2007-11-13 16:13:18 UTC in vault item: Ka_Naglis Comment #15971
Geez, are you guys friggin blind? This map is the cleanest and nicest looking out of many in the vault. Though its small, it has a charm and level of detail that surpasses the intermediate mapper.

FIVE STARS YOU ASSHOLES!
Commented 16 years ago2007-11-13 16:09:51 UTC in vault item: dm_particle Comment #15970
+ Amazing detail, like the shadows and furniture.
+ Textures were nice, I don't think I recognized them.
+ Layoutlolzorz.

= Maybe a bit too dark. I had to flashlight to get around sometimes.
= Exit signs could illuminate the doors. I couldn't always find them or know if they opened.

- Not enough ambience. An easy fix for interior spaces with not much going on is to take the exterior sounds and and muffle them out. Gives the place a depthy feel.

One of my more favorite maps of the compo entries for gldsrc.
Commented 16 years ago2007-11-13 16:03:37 UTC in vault item: compo24_deathan Comment #15969
+ very good and moody lighting
+ great idea
+ stuck to the layout retardedly well

= Every light is a lamp, no light fixtures?
= Some dodgey clipping

- Silent map, no ambient sounds. Kinda nubbish for a compo map

Overall, very impressive! given the complexity of the layout.
Commented 16 years ago2007-11-13 11:01:36 UTC in vault item: compo24_deathan Comment #15968
I will look too, when I finish work.
Commented 16 years ago2007-11-13 02:47:52 UTC in vault item: Ka_Naglis Comment #15967
just gets daubster to translate it for you, he looks more than capable.
Commented 16 years ago2007-11-12 23:26:03 UTC in vault item: compo24_deathan Comment #15966
I'll host a mirror for you. Rapid share is faggotry.
http://m0px.net/rimrook/compo24_deathan.zip

I'll rate it 1 to 5 when I get home.
Commented 16 years ago2007-11-12 19:18:31 UTC in vault item: Ivy Comment #15965
single player, and i updated it.. again!
i dont see why the sprite wasnt working for you guys.. it was defaulted in my sprites folder :-/
Commented 16 years ago2007-11-12 19:12:10 UTC in vault item: Ivy Comment #15964
what kind of maps is SP_ maps?
Commented 16 years ago2007-11-12 19:10:55 UTC in vault item: Ivy Comment #15963
what the hell?!
Commented 16 years ago2007-11-12 19:08:06 UTC in vault item: Ivy Comment #15962
Mod_NumForName: sprites/wall_puff4.spr not found.
Commented 16 years ago2007-11-12 17:54:57 UTC in vault item: dm_vapour Comment #15961
This is good. Problems were minor, like outsides of buildings not matching up with the insides as far as and windows and things that were there. For example there would be a window on a building, but then once you get inside that window is either not visible, or the room behind that window is unreachable, which would be the right way to do it if that room didn't appear to be 64 units wide based one walkable space inside the building.

Like the darkness and the neon lights. Hooray for being one of the entries who actually took the five minutes to make a skybox. No ambiance is a downer, no soundscapes from what I could tell but then again the other compo map I tested didn't have them either.

The layout is good, but the layout is good for all the compo entries because, well, its a map from layout compo.

Custom material usage was top-notch though, if you have connections to custom materials of this quality and quantity then by all means, use them. Good job on that. Even if what appeared to me was a concrete wall (it was holding up a brick wall, so it better have been) made metal bullets sounds/decals.

Those things are just little nitpicking though, overall very well done. As Kasberg said, this would make a great LAN map.
Commented 16 years ago2007-11-12 16:35:18 UTC in vault item: Ka_Naglis Comment #15960
Pats vienu is moderatoriu cia busiu, tai del anglu nesijaudink per daug. :>
Isverciau aprasyma is labusu ir idejau.
Commented 16 years ago2007-11-12 16:30:58 UTC in vault item: The Citizen Comment #15959
edit: Ignore me. I just checked the readme.
Commented 16 years ago2007-11-12 16:29:51 UTC in vault item: The Citizen Comment #15958
I don't think I opened the .rar right, shouldn't it be appearing in my games list?
Commented 16 years ago2007-11-12 16:24:42 UTC in vault item: The Citizen Comment #15957
Host seems to be back. :)
Commented 16 years ago2007-11-12 16:23:02 UTC in vault item: The Citizen Comment #15956
The sendspace download link is temporary until I find out what happened to the other host.
Commented 16 years ago2007-11-12 16:22:34 UTC in vault item: de_hospital Comment #15955
Man, you rate all of my maps 3.

Well that effect is a func_ilusionart - textured - 15 :P

and that on the floor is a decal...

Sooo... if i get the light right, and the brushwork more exciting i'd get 5 stars? :)
Commented 16 years ago2007-11-12 16:08:32 UTC in vault item: de_hospital Comment #15954
I really like the effect you've used on the floor in that one room, where there are volumetric light brushes. I assume it's an overlay, and it really is a good effect. I like it. It makes the light coming through the windows very believable.

The volumetric brushes themselves are good too, but I think a slow moving subtle texture would make them look even better.

The rest of the map is nowhere near as good as that bit. The architecture is very blocky, and the texturing isn't all that good either. It didn't really look like a hospital to me. There isn't a skybox either!

The lighting, apart from the bit I already mentioned, is not very good. Try using less normal 'light' entities, and more light_spots instead. Play with them. Set the outer angle of the light spot to 89 and the inner angle to 65-70 to make a spotlight which lights a large area. Try and get more of a variation of colour in your lighting in relatively small spaces -
but always explain where lights are coming from too.

I don't know if there was any ambient sound because I played with my speakers off (the wife was watching TV) but I'd hazard a guess that there wasn't. But correct me if I'm wrong.

What you need to do now is take the attention you paid to that light effect I mentioned at the start, and apply that level of detail to absolutely every single little part and aspect of your map.

And then, it'll be really good! :D
Commented 16 years ago2007-11-12 15:33:58 UTC in vault item: de_hospital Comment #15953
Yes. Those ones suck. At that moment i hadnt finished this part of it yet so those were the best i could make, and that place is updated now anyways.
Commented 16 years ago2007-11-12 14:31:06 UTC in vault item: de_hospital Comment #15952
well this shot looks a hell of a lot better than the ones you posted in the compo thread, that's for sure.
Commented 16 years ago2007-11-12 14:29:35 UTC in vault item: Ivy Comment #15951
oh noes!
Commented 16 years ago2007-11-12 13:01:10 UTC in vault item: Ivy Comment #15950
Damaged zip file.