Comments

Commented 20 years ago2003-07-15 08:24:28 UTC in vault item: Operation Overlord Comment #85
Yeah, reading the readme might just save you from making stupid comments :-) Oh well, I still like the map's.
Commented 20 years ago2003-07-13 05:06:27 UTC in vault item: de_abydos Comment #81
This thing is huge.. The inclusion of the TFC2.wad surprised me. But it is a good map, the speeds are good and it seems to play well with full server.. But it also suffers when the last two players are trying to find each other... It is Big...
Commented 20 years ago2003-07-13 05:04:10 UTC in vault item: ook_criticalmass24 (for HardCore-Life) Comment #80
HLDM, interesting.. once again a big map with a whole heap of good places to have fun.
Commented 20 years ago2003-07-13 04:58:34 UTC in vault item: ook_hoover Comment #79
Great DM map. suffers from occasional high R_speeds, but it didn't seem to effect game play. This is a BIG map... well detailed, is that your photo in the secret areas? Hey your almost as ugly as me :-)
Great use of teleporters and jump pads... nice texture work. yeah a fun map... Well done.
Commented 20 years ago2003-07-13 04:54:38 UTC in vault item: Operation Overlord Comment #78
Whoa... I like this... Vin de shite Red plonk.. LOL
Smooth play, good r_speeds.. only one little glitch, and that was it sort of stopped after the first flag was capped? Might just be me.. But hey, great mapping concept, and the grappling hooks.. excellent.
Commented 20 years ago2003-07-11 05:19:39 UTC in vault item: de_gogogorge Comment #71
Fun quick play, speeds are good and so is the idea... love to see it on a server.
Commented 20 years ago2003-07-11 05:18:48 UTC in vault item: Aura Comment #70
Great map... How did you keep the speeds down?
Looks like it would play really well, it's smooth and fun.. but those spiral staircases are hell.
Commented 20 years ago2003-07-10 19:39:10 UTC in vault item: de_vine Comment #68
I really like the feel of this map... Cool newspaper :-)
Smooth and has a realistic feel to it.
Great stuff... Actually I don't think it needs a description.
Commented 20 years ago2003-07-10 01:22:30 UTC in vault item: Killsaw Comment #61
Your e-mail address keeps failing.... Could you send me the RMF..
This comment was made on an article that has been deleted.
Commented 20 years ago2003-07-09 01:22:45 UTC in vault item: Killsaw Comment #59
Very complex map, but I think the lag is caused by a compile problem. It seems to be running in Fullbright and that indicates a leak, or the compile didn't finish due to error. Only way to tell is either post the compile log, or upload the .rmf.
Commented 20 years ago2003-07-03 01:22:47 UTC in vault item: Train Comment #54
Interesting.... :-) and the texturing isn't too bad, from a distance.
Commented 20 years ago2003-07-03 01:16:16 UTC in vault item: Underground Comment #53
Smooth, fast and very playable. No snags in this map. Lighting, texture and electrified rails.... great stuff.
Also places that each class will excel in, very team minded map. R_speeds peak a little in places, but I didn't see them go over 800.
Defense orientated? but not too easy to defend.
Yeah, good stuff.
Commented 20 years ago2003-07-03 01:03:47 UTC in vault item: Allsaints Hospital of the Mentally Ill Comment #52
Looks really good, but suffers in the bedrooms because of the windows. The speeds are pushing 2000 in some areas. Apart from that it is a good TFC fun map, I think that because you don't get snagged on everything, there are either a lot of clip brushes, or some good design ideas happening. Love the lift.....
Commented 20 years ago2003-07-03 00:48:37 UTC in vault item: ricodm03_deadcentre Comment #51
Any chance of including the ricotex01.wad ???
Commented 20 years ago2003-07-03 00:46:39 UTC in vault item: Warehouse 052KG Comment #50
Yeah, the r_speeds are a little high when your on the top of the map, but down the bottom they are not too bad...:-) I really liked the feel of this map, textures matched and lighting, gave it some ambience.
I can see why Hint brushes might not have worked, but I read an article on Collective from Jeff Pritchard about Horizontal Hint brushes, have you tried that? Also, if you made the bottom of all the containers into func_entities you might save some count.
Either way, R_speeds or not, I like it.
Commented 20 years ago2003-07-02 19:46:15 UTC in vault item: Rooms Comment #49
Very Difficult. The tolerances between the jumps are really close, so much so that to get through this, you either play it a hundred times or cheat...??
The camera shots can be a little distracting at times, take the opening sequence. It makes sense that when you whack the guy in the bunker, you get to go through the door. Wasn't all that happy with the transitions either, some of them are a bit sudden and don't give you time to explore.
Apart from that I like the concept. I didn't find any bug's and liked the texture, lighting and the white Zen..
Commented 20 years ago2003-07-02 19:29:46 UTC in vault item: The Only Way Is Up! Comment #48
This map has a really good 'feel' to it. The scale seems right too. Yeah, cool textures, ambience and I love those pylons... Great stuff... I want more !
Commented 20 years ago2003-06-29 01:27:50 UTC in vault item: Off Duty Comment #47
I really think you should work on joining all these maps together. The brush work and lighting are OK as well as the textures, but each map suffers from size, and played seperately, they are not really playable.
You have four maps that look good, connected they might be really good. By connected, I mean joining them into a single map, rather than level transitions.
Looking at all 4 map's I say good work, well done. Looking at them seperatley.... well, sorry, but I am not inspired.
PS: I didn't kill your rating, not sure who did.
Commented 20 years ago2003-06-25 09:05:12 UTC in vault item: Federal Offense Comment #41
What is with the info_player_start? again...

Actually this time I decided to run it in DMC, just for fun. Didn't change the fact that your stuck in the concrete.
Random placement of weapons that don't regenerate ???

Good lighting, textures and space... this map is crying out for expansion. Have you thought of joining all your maps together to create something that is playable ?

Glad it didn't take you too long to make this. :-)
Commented 20 years ago2003-06-25 09:03:41 UTC in vault item: Helibattle Comment #40
Start in the concrete... I am getting used to that.
Interesting effect having the steel crates tied to the func_pushable entity, but you can't push them.
Nice lighting, nice textures, nice map. However it is about as interesting as the last one....
You maps show promise, try spending a few more minutes on them.
Commented 20 years ago2003-06-16 04:40:49 UTC in vault item: Major Dip Comment #23
Interesting... I have never run a finished map that has no info_player_start and calls the custom level propagation.

Apart from that, it looks pretty sound for 56 minutes, The top of your reactor core not being a func_xxx entity, or a unit off the ceiling splits the roof into heaps of textured polygons... but then again, as you say, more than two players is not worth thinking about, so r_speeds are a mute point. Anyway all you would have to do is shoot a blue crate, and end it all.
The lighting is a bit bright, but good. The slime seems to move well, and the reactor looks good.
Try taking 57 minutes next time?
Commented 20 years ago2003-06-16 04:27:01 UTC in vault item: Freak AS1 Comment #22
Obviously you guy's have a copy of all_wads.wad ?
Any chance of uploading it, so those of us who don't have non standard CS wad's can enjoy this magnificent map.
Commented 20 years ago2003-06-14 23:25:22 UTC in vault item: Neomap 18ce (for Battle Grounds) Comment #17
Neo, For a fist map this is pretty good. I don't have access to the Mod, so thanks for the info_player_start.
I took a look at the .rmf file, but without the specific .fgd it is difficult to tell if the entities are doing what they are meant to.
This is a good start. (Work on your brush placement)
Keep mapping,
Oh, and good to see an enrty from a different Mod !!
Commented 20 years ago2003-06-12 04:52:49 UTC in vault item: Annopus Comment #14
Love the architecture, and I think it is an advantage.
r_speeds are capped under 500 wpoly's and that is good, although looking skywards will seem them climb a bit (but if your looking skywards, then your probably toast anyway)
Great texture, sky and glass. A nice blend.
Not all that happy about the floor, Sand might have been better. Just doesn't feel right, but it does fit with the story, so don't listen to me.
This map is a definite frag fest. If you last long enough that is :-)
Commented 20 years ago2003-06-12 04:13:39 UTC in vault item: Stoned Comment #13
This seems to have the best of a few different maps, was that the idea? Security, open area, battlements and a couple of pathways to the flag. Good stuff.
Just out of interest, can you conc up the the Barbwire level outside? Does it have a trigger hurt on it? Nice little hiding place, but exposed enough that you don't get the advantage.
Security looks good, and I think team work would be encouraged as it is with all shutdown maps.... Love to see it on a full server.
Spawn Protection didn't seem too savage, is there a kill inside?
Brush work is good and the lighting is good too.
Almost forgot, the center pit. Great idea, it limits the crossing of the open space, by forcing players to conc jump or rocket jump or just plain old run across the bridge (HW dudes).
Commented 20 years ago2003-06-12 04:04:02 UTC in vault item: Dust Race 2003 Comment #12
Actually, this is the sort of map that I would have liked to see about 6 months ago. I have drifted away from TFC due to the sameness of the basic server maps.
The idea is sound, but what stops you stalling on the start line and just shooting the other guy's in the back. Scouts don't take that mauch damage, and I am not sure who would be disadvantaged, the chaser or the runner. Love the slippery surface idea, and having skidded off the cliff a few times, I think in a race, life would be quite difficult and exciting. Good r_speeds too! Nothing above 450 wpoly, and the outside areas don't suffer either.
I like it, I think it needs some server time to iron out any bug's?
Commented 20 years ago2003-06-11 01:13:25 UTC in vault item: Cs_Canbunk Comment #10
Increasing Max Visible distance in the map properties before compiling might fix the problem addressed by Skeeve with regards to the texture and brush drop out. As for the open area, I wonder if using hint brushes would have an effect? Scan the web for some good Hint brush tutorials, and look for other mappers comments on CS Sites about reducing R_speeds in open areas.
Were there any errors when you compiled? It doesn't look like it, but there is something odd about the gl_wireframe picture... It looks like the engine can see too many brushes, especially the internals of the mountain, and I would not normally expect that. Reduce the amount of brushes the engine thinks it can see, and you will reduce the wpoly count. Acheive that, and you will be a brilliant mapper.... then you can tell me how to do it :-)
Commented 20 years ago2003-06-08 11:24:40 UTC in vault item: Sewers Comment #5
I really like this map :-) I really like the way you managed to keep the r_speeds down below a wpoly count of 400, that will make game play a breeze when the server is full. I think the fixtures need a little work, but you already know that and some clip brushes where the player get's caught. I think the only way to find out if it is a great map will be to put it to the test on a server!
It would make a great defuse map, as I don't think it really lends itself to being a hostage map (Hostages aren't that bright....)
Commented 20 years ago2003-06-08 10:06:27 UTC in vault item: Cs_Canbunk Comment #4
Good work for a first map, well done. The layout is good and I think it will play well, but you are going to have to do something about the r_speeds if you want more than a couple of players. In the open area and waterfalls the wpoly count hit's 1500+ and that will cause frustrating Lag when you get a few players trying to kill each other.
Apart from that it looks good,
Happy Mapping.