Comments

Commented 14 years ago2005-05-30 12:31:21 UTC in vault item: l33t: Conclusive Analysis Comment #7507
that'd be one helluva project to advance all of HL1...
but if you were to modernize hl1's technology, keep this in mind. People advance technology by making it smaller and faster, more efficient and safer. That's why this test chamber is a bit different and not as large and bulky as the original. Since it is smaller, they could have four of the revised chambers fit inside the original large chamber.

Just wanted to point that out.

I will release the rmf soon, probably on june 3rd. that's when i'll get home. :
Commented 14 years ago2005-05-22 19:12:13 UTC in vault item: l33t: Conclusive Analysis Comment #7388
LOL! DAUBSTER!
please tell me which map your talking about and i'll forget about it :)
Commented 14 years ago2005-05-16 14:48:14 UTC in vault item: l33t: Conclusive Analysis Comment #7303
yeah, it a modified version of the test chamber.
Commented 14 years ago2005-05-14 20:50:12 UTC in vault item: dm_surrender Comment #7268
I can't run through it but it looks nice from your screens. I particularly like the tunnels and water one. Seems a bit dark, unless it's supposed to be :)
Commented 14 years ago2005-05-13 13:11:36 UTC in vault item: Nipr_secret Comment #7229
it's a neat idea for a cs aim map.
I actually like the bunkers :)
But the rest of it needs work. It's a really good first map after all!
However, try using more matching textures and be sure to read our tutorials.
Commented 14 years ago2005-05-02 15:13:16 UTC in vault item: Gyradell: Human Absence Comment #7108
i used trig_push to float the player, and used conveyers only for the graphics. I'm not picking up what your puttin down... :(
Commented 14 years ago2005-05-01 14:38:45 UTC in vault item: Gyradell: Human Absence Comment #7095
ok, i made an update.
I also hinted it to reduce r_speeds a little.
Added a new fog sprite that looks better.
Included the wad i used :)
Commented 14 years ago2005-05-01 12:44:56 UTC in vault item: Gyradell: Human Absence Comment #7094
thanks for the good feedback and tips!

I figured someone knew about the clip brush thing :)
I do use a short variety of textures to cut down on the filesize but wasn't expecting a filesize this low.(831.8 KB)

I didn't included my custom sprite for fog/haze either, which looks much better than the HL sprite i used. I'm gonna reupload this with the sprite fix and include the wad i used. Maybe somone can use my wad to make something.
Commented 14 years ago2005-04-30 23:50:32 UTC in vault item: Gyradell: Human Absence Comment #7080
blah my grammar sux
If this isn't clear, i could write a tutorial about it or something.
Commented 14 years ago2005-04-30 23:48:36 UTC in vault item: Gyradell: Human Absence Comment #7079
well, it's kinda something stupid about hammer i never noticed before. but clicking on the clip brush tool icon changes the way it clips the brush. Either auto-deleting one side or the other, or simply splitting the brush in half. This allows you to texture one half of your brush with something different.
EXAMPLE: Like if you have a series of walls and you want to add a trim to the top or bottom. Select all of the walls you want to clip and split the brushes as you please. Then simply retexture the split brushes. This can save time on the tedious manner of adding one brush at a time, or even works easily when putting in a door frame or a hole in the wall. It has many uses. I'm many of you already knew about this feature of the hammer editor. :P
Commented 14 years ago2005-04-30 13:25:58 UTC in vault item: Gyradell: Human Absence Comment #7073
sorry, had the wrong tag on it.
Yes, it is regular cs, not cs:s.
Commented 14 years ago2005-04-19 23:51:21 UTC in vault item: Tribute to TWHL Comment #6878
Againe, really sweet map. It sort of reminds me of the jedi archives from Star Wars: Episode II. Also transitions into other areas of the map are very fluid and harmoic. Your style of mapping is clean, visually captivating, and distinctive. Bravo!
sniff I never had such a nice comment. I like you ideas of mentioning names and such but i was pushing for low filesize (once again) i guess i could add a few names in there. Like i said before, the wad is there, the rmf is there, i hope someone makes an expansion to this or perhaps cleans it up a bit more. I don't mind the alterations, i look forward to them :)
Commented 14 years ago2005-04-19 23:45:18 UTC in vault item: Rimrook Resort Comment #6877
meh, nobody is perfect. thanks for the feedback.
I might not get around to updating this, that's why there's a wad and an rmf in the zip. So if something doesn't work right or could use some tweaking, go right ahead and do it :)
Commented 14 years ago2005-04-18 22:04:57 UTC in vault item: Tribute to TWHL Comment #6840
comments, people, i like to hear them!
Commented 14 years ago2005-04-18 19:52:04 UTC in vault item: cs_retreat (CS:S) Comment #6838
holy friggin crap. that looks awesome beyond awesome...
I want source so I can dl it and play it :~(
Commented 14 years ago2005-03-15 23:18:10 UTC in vault item: Challenge Comment #6279
I loved it. Good use of archetecture and enemy placement. Kinda crept around corners and glock sniped everyone. The rooms were too small for enemies to maneuver around and fight. Overall: 4 stars!
Commented 14 years ago2005-02-16 22:26:29 UTC in vault item: stfu_and_climb Comment #6040
...felt like falling out of the ugly tree...
Commented 14 years ago2005-02-02 17:59:08 UTC in vault item: Castle Rimrook Comment #5859
The only good enemy of mine is a dead one...
Commented 14 years ago2005-02-01 10:24:42 UTC in vault item: Castle Rimrook Comment #5835
wow, i just opened a can of stupid... want some?
Commented 14 years ago2005-02-01 10:23:17 UTC in vault item: Gyradell: Natural Victory Comment #5834
i take criticism productively. Maybe i should just turn the rating crap off next time.
Commented 14 years ago2005-01-31 13:24:19 UTC in vault item: Castle Rimrook Comment #5822
TR Texture? if it's not a source thing than i should prolly check it out.
Commented 14 years ago2005-01-30 15:32:09 UTC in vault item: South Beach Comment #5794
what does monoatomic gold do to mappers?
Commented 14 years ago2005-01-30 04:32:51 UTC in vault item: Castle Rimrook Comment #5787
no, this isn't the source version... sadly...
Commented 14 years ago2004-11-12 22:22:10 UTC in vault item: aim_main_event Comment #5030
Graphix: 4, can't go wrong with dust textures :)
Variety: 4, this would make a great aim map.
Ambience: 5, the water with the sound and all was a nice touch.
Lighting: 2, too bright, no shadows or ambient lighting...
Playability: 3, great layout except for one thing, there's only one ramp at the spawnsites. this shoves eveyone into a small location to be shot. this = a bad thing, two tunnels off to each side would make a fix for this. I like the splash banners, good ads, and it could make a good clan map.
NICE JOB!

overall: 4 stars
Commented 14 years ago2004-11-12 22:01:35 UTC in vault item: aim_main_event Comment #5029
ha ha lefty...
i'll take a looksy...
Commented 14 years ago2004-09-20 22:18:02 UTC in vault item: Agamemnon Icarus Glass (Compo Comment #4003
It was fun, the part at the beginning was difficult, but after that it was just fun dropping people that couldn't see you based on the distance. Yeah, the position of enemies needs work, but the terrain was very detailed and functioned pretty good, besides clipping probs that have been fixed on the DM_TERRAIN map by trapt (which is, BTW, very fun to play HLDM with) 1337 skills with the VM! interesting story, you've intrigued me, but the entity work is probably better then my own skill. That's why I made CS maps :P The glass world is a very nice theme! Run with it and make small arena-like maps to continue your epic!
Commented 14 years ago2004-09-04 14:02:50 UTC in vault item: dm_terrain Comment #3778
I DMed this map with trapt.
On a scale from 1 to 10...

Grpahics: 10, very good use of the VM tool and had nice geometry. It really did look like a big rocky place.

Lighting: 6, a little bright and non-ambient. adjust the angles of light_environment to make shadows and such.

Variety: 8.5, I liked the way alot of the rock formations came together with rock arches and cliffs.

Ambience: 2.5, could use some sounds and echo effects to lively it up. But the area matched the sky texture very well.

Playability: 9, Very fun to play HLDM on it. Lotsa weapons and etc. but the clipping problem needs to be fixed.

HINTS: Use the "clip" texture to smoothen out clipping problems. fill little crack and crevices with a block that is textured with the "clip" texture. Use the point entity "ambience_generic" and add the sound "ambience/crickets.wav" or "ambience/crickeet.wav" to add ambience. Then use "env_sound" and pick a nice echo effect for the map. Round off the squareness of the map and you could place the setting on a big rock bluff or something. so when you fall of the side, you fall to your doom. Just some advice from me.... Overall 4 stars!!!
Commented 14 years ago2004-07-31 19:55:53 UTC in vault item: ka_tournament Comment #3105
Not so much as towards teleporting, but from what I hear and vote, we need more close range and kniving maps. It's a good idea, yet sliding doors would be less hassle and more interesting then teleports. Maybe 2 or 3 teleports would be cool...