Here you go. I can't say for sure what is making this map crash hammer, but check out that pic. It's a relatively small room made up of 121 seperate objects!
While it looks beautiful, this is way overcomplicated imo, and you could make it look almost the same by simplify the architecture a lot--make the wall outer wall/center spire out of much less sides for starters.
This said, I pasted the two maps back together as a test, and it didn't crash hammer anymore. So if you want, try to complete it without modifying the architecture!
Commented 17 years ago2007-02-19 00:32:25 UTC
in vault item: Aim_ChargeComment #14262
You fixed it!!1
Pretty neat idea, that one team is stuck inside the battlements, and the other to roam free outside. The bomb detonation idea is also interesting. It'd be interesting to see how it plays!
The architecture is quite blocky, but the general structuers are interesting. Add some trims and other stuff to make it all look less square. Maybe alos add some nice small detail props to make it seem more realistic. The lighting is brighter than I like but it looks ok. Textures look fine imo.
This said, it's many times better than most aim_maps, so you win! I'd love to see how this plays.
Commented 17 years ago2007-02-18 09:32:05 UTC
in vault item: xdm_capsule2Comment #14256
Another really nice map from rend0us!
I like the layout. Even though it's bigger, more intricate, and more wide open than I usually like, there's still plenty of cover, and I felt I learned the layout very quickly--I guess that means good landmarking on your part :0
I like the textures and the overall feel of the map. While I think you could use more detail in general, more vistas, and some fancier architecture--like those painfully square doorways--, the maps superbly-low wpolys would suffer as a result.
That said, some excellent detail in the multi-breakable windows, that bridge, and some other things were really nice. I also LOVED the CHRIST CHARGER!!1
As a nitpick, maybe add sounds to the doors, and some other local sounds in general.
Anyhoo, great map! You should get this on Muzz's server so we can see how the gameplay is!
You had it set-up perfectly, except for 2 small details:
◘ The name of your func_trackautochange was uncapitalized, but capitalized in the Fire on Dead End field of the "upper" path track. It appears variable names are case sensitive!
◘ I changed the spin value to -90, else a weird thing happens as the train quickly reverses itself after making the turn. (If you want the train to continue backward, change the spin value to -270)
And that's it! Your map is looking great so far, keep up the good work!
Commented 17 years ago2007-02-15 01:17:49 UTC
in vault item: Dodge ViperComment #14229
ZOMG. After taking a very brief look at this, some preliminary impressions:
++On the whole, the most detailed contours of any entry yet. My favourites were the various intake/exhaust vents, the grill, THE RIMS! and the beautifully contoured windshield
++Nice custom textures and interior detailing--suprisingly similar to Tetsu0's, but probably done a wee-bit cleaner than his. The color you chose for the paint is definitely nice and sharp.
-sounds -interactivity -scale
Your entry lacked interactivity and use of any sounds, which isn't the main focus of the compo, but it would have been nice of course!
The scale is wide and a a bit flattened--as you warned us--, but surprisingly, it doesn't detract from the overall impression from most angles. A couple simple things you could do to artifically mask this a bit, without majorly redisigning the whole thing:
? The wheels look spectularly good, but they are WAY too narrow--see pizza cutters!. I'd widen at least 2-3 times theire current width, or more.
? Like Kasperg did--except the opposite--, you might raise the car up on an invisible--or visible even--platform to artifically make it look taller.
There's probably some other simple tricks you could do to spoof the scale a bit, but I can't think of any atm. Even rescaling in the time you have left may not be as hard as you might think--you have nothing to lose as long as the original entry is backed up.
Anyway, Another spectacular entry. I'm SO glad you stuck it out and sumitted an entry for this one... Welcome Back!
Seriously, if someone takes time to comment on your map, and let's you know your're missing something, you should appreciate it, and make the changes so nobody else wastes their time. Here's another wad missing! ^^
If you compile with -nowadtextures paramater under CSG--expert compile or batch compile-- it will embed only/all the texture you used, and ignore the extra wads.
Cleaner still, If using wally you copy ONLY the non-standard, non-HL custom textures to ONE wad and use the -wadinclude paramater to include ONLY that wad.
If you don't like these comments in your Map entry, You can ask Muzzleflash or one of the other map vault moderators to delete them
Commented 17 years ago2007-02-14 23:49:10 UTC
in vault item: cs_casquilhosComment #14226
It's a superb start, and a very ambitous I must say. There's some great/thoughtfull detailing in the windows, those vents above the doors, and other things.
Many of the textures look nice, but some are way to flat, too basic--like the window panes are pure black, and the desktops are a base color too. It all fits your theme, but it would better with some more textured textures in there!
If you plan on making this a playable hostage-rescue map, it would would probably be necessary to make the outside inaccessible--with your current level of detail in those windows, the wpolys outside are sub-4000! Or, you could simplify the detail of some things to make it more feasible to "use" the outside.
Lookin' good so far, keep it up! (If you PM me when you update the map, I'll add more comments if you want.)
Commented 17 years ago2007-02-14 00:57:02 UTC
in vault item: CamaroComment #14220
K. Another spectacular entry: I don't envy "a" with the judging.
The body and scale look perfect, though there is room for improvement in terms of textures imo. It's always difficult to texture propertly a mass of triangles--like the ones by the front fender--, but I thin they could be "betterly" done. There's a couple faces like the front right bumper that all you have to do is hit "face" in texture properties, and it will look better.
More on textures, maybe using a slightly distinct texture for the ground effects, bumper will make them stand out just enough to look more natural--the current texturing makes the body look all too uniform. Same goes for the center console, interior doors, and floor carpet: they all look way too uniform as to blend together too seemlessly.
This stuff said, the construction and attention to detail is superbly spectacular. Each contour of the original car is represented afaik--I never owned a Camaro--, and stuff like the front of the car, those rims, and the nice glass bits really attract attention.
There is some nice interior detailing too with the pedals, shifter, P. brake, and the nicely-textured console. With a car like this, it's a bit of a letdown that you don't have a toggable sound system and phat-looking radio face, but whatevs: for the time you put into this, it's a superb product!
The idling sound is nice, but as aftormentioned, a nice bassy, togglable sound would have fit this theme perfectly!
-interactivity: nothing to open or turn on = boring.
The last thing I can think to add would be to make the tops of the seats func_illusionary, so when you jump in and crouch, you have the correct first-person view. (you might have to add invisible brushes overhead to achieve the proper heigh).
Anyway, superbly done! Another excellent entry from Tetsu0!
Commented 17 years ago2007-02-12 23:25:33 UTC
in vault item: Tribute to TWHLComment #14216
I was just thinking about working on a "virtual twhl" map, but I couldn't figure out what to make a virtual twhl world look like. Your map fits the bill perfectly!
When I wake up sometimes, I have these weirdly strong inspirations for maps sometimes, and I had a big one the other day for some sort of virtual twhl environment. (like logging into a server instead of logging on to the website).
With the limitations of how content works, it would probably be really hard or most likely impossible to do something like this, and plus, though checking out forums and maps in a virtual world would be cool, a webapge would most likely be tons more efficent--I can't think of any advantages to a virtual style interface...
Anyway, I envisoined using shootable buttons--much like your 6D too btw!-- to activate individual file cabinets in the map vault, and when you shoot one you get a revolving holo of the map. shooting the holo teleports you to the map, and pretty much the rest of the world would work like this with multiple teleportations and what not.
Anyway, while this idea isn't so feasible, it seemed really fun at the time. If you ever plan on upgrading this map and want some ideas, I have tons of additional ideas for it!
Also btw should totally make a DM for this for Muzza's server!
Commented 17 years ago2007-02-06 11:25:26 UTC
in vault item: DM-TheBadPlaceComment #14166
Since this is a clone of a map I've never seen, I can't pick on the design, since if that was your aim, you may have pulled it off perfectly.
That said, I love everything about this map anyway, except a few small nitpicky things:
-The squarish doorways and hall spaces make the rest of your beautiful, curvacious-detailing look sorta bad. Same goes for the blocky main stairs, and some of the square trim around the pillars and some walkways.
-some of those squarish blocky things might look better with different textures.
The good:
++Great detailing! the "v" thinigies, the walk-out vista, broken stuff, the portals, and some nice general detailing--that was sort of distraced from by the previously mentioned blocky stuff.
+Some great custom textures
+Nice tight, varied layout.
+ I like that you can go back and forth through the portals, and you're not just teleported to some random location.
Anyway, it's a great map, and I'd love to see how it plays! Maybe MuzzleFlash will put it on the TWHL HLDM server!
Commented 17 years ago2007-02-06 11:04:19 UTC
in vault item: Areaportal ExampleComment #14165
It's a superb effect--what's an areaportal anyway?--, but use standard textures (all I saw was white when looking at the rmf). Or, wadinclude them.
It's a neat idea how the env_renders incrementaly adjust the wall opacity from solid to invisible. Really, Really Cool!
You might include env_render, multimanager, and any other "keywords" in the description of your example tho... this way, peopler can find your example when searching for the entities used in the map.
I will say though I was totally blown away with the level of detail and the short time you threw the entry together. While far from a perfect map--not that there is any such thing--, this entry was perfect for the compo, and a well-deserving 1st-place winner imo.
Commented 17 years ago2007-02-02 03:06:42 UTC
in vault item: The Diving BoardComment #14132
Also, you left an empty space in your filename. If people don't know ahead of time to enclose them mapname in quotes, they won't be able to play the map!
Commented 17 years ago2007-02-02 03:03:12 UTC
in vault item: The Diving BoardComment #14131
HA HA! It's pretty funny, and I chuckled when I actually got myself to jump. It would be funny in a MP map to see players actually jumping off it!
It would be cool if you only HAD to jump on it to make the board/door activate. (maybe by putting the trigger multipe abovee the player. timed right, it would only activate by jumping---maybe :P)
your trigger push is set to go straight up. Did you experiment with angles or maybe multiple pushes?
Anyway, a really neat idea, that could definitely use more refinements. To what extent you'll get this to work though, I'm not sure how much is possible with what you have to work with.
Commented 17 years ago2007-02-02 02:47:22 UTC
in vault item: surf_battleroomComment #14130
"I put a lot of time and effort into."
Really. Maybe you could share your obviously subjective definitions of "Time" and "Effort" for us. You took a lot of time and effort to build a mono-textured box, with only your "surf wedges" adorning the walls?
It's not really your fault though, since I've never seen a surf map that had any sort of thought into how the actual map looks--they're all utter shit.
I blame our policies. Being a learning site, we allow any piece-of-shit map to exist in the exist in the Map Vault with impunity. I apologize for my rant, but there's only so much of this crap you can take without venting.
Maybe we should move all these superb "surf" maps to the unfinished section at least.
Commented 17 years ago2007-02-02 02:14:32 UTC
in vault item: OctangleComment #14129
Some neat stuff! I made a quick run-through:
Great props! I like the HL2-style transporter--the thing that gives you the mp5--, but it could definitely be improved with some point lights to accompany those indicator things inside.
The auto chargers were great, but could be made more interesting to look at.
Traps! Some really interesting, neat looking traps!
The layout is a bit intricate and nonintuitive imo, but this opinion would probably change somewhat If I played the map more. The tight cooridors are interesting, but same as above, no idea how they would play.
Those spiral staircases leading down to that tiny, unreachable vista through the glass was nice, albeit a bit dark
The overall look of the map is pretty bland unfoutuantely, and could be better detailed. Some different detail stuctures and better textures could help.
Oh btw, did you build the whole thing without using HLFix? If you did, you are the freaking master! I love the sleekness of the orbiter, the main engines. The boosters and liquid fuel tank are also quite astonishingly beautiful.
The sound was absolutely perfect!.. that must have took some time to sync--I didn't even consider that! (however, if you go to the console for any reason, the the sequence/sound sync will bork, due to the fact that the audio continues while the launch pauses (i think, anyway).
And at around 2000 wpolys, you certainly have room to add to this--this won't be a playable MP map, obviously. Plus you have all the room in the world to add models--the epolys were zero lol!
Maybe for the tower custom textures of the real tower would look better than the transparent ones. If all fails, you could just cop out and make the tower a model
You could do a lot of camera work with this too, the only limitation being that when your at altitude, looking down betrays the trick of the skybox. Maybe you could figure out a practical method to blend the ground, skybox for this purpose--this is always a pain with HL... but I'm sure there is a way to make it work.
Last nitpick, the info_player gordon starts stairing face first in the side of the launch foundation... put the spawn in full view of that pretty orbiter/boosters, in all their glorious detail!
Commented 17 years ago2007-01-29 04:12:44 UTC
in vault item: de_quickshotComment #14099
I almost forgot... the rain!
It definitely looked unique, but I think you would get better results/performance using the env_rain entity that comes with the Counter-Strike FGD. Considering your mapping experise, you probably already know this, and decided not to use it for some reason, so please forgive my impertinence if this is the case!
Commented 17 years ago2007-01-29 03:23:35 UTC
in vault item: dm_hothworld betaComment #14096
I thought about putting another ATAT at the back of the Hoth base that was deserted, and you could crawl in there, thereby: PEW PEW! PEW PEW..
Unfortunately, the map is too big already, and I plan on shrinking it even smaller than the latest version of Hothworld v2--see thread.
It would however, be cool to test making the whole head the func_tank laster and see how it would behave with the user inside... *rowleybob twirls his mustachio and laughs quietly.
Someday when I finish v2, I plan on adding more tank lasers on some of the speeder/xwing props--like anakin in the hanger of the control ship from episode I--, and a couple different ones on the falcon.
Commented 17 years ago2007-01-28 20:59:54 UTC
in vault item: de_quickshotComment #14093
Looks identical to the fy map from what I can see, which isn't a bad thing: a very well-constructed map!
Without playing it, it's hard to judge the layout and gameplay, but I'm guessing it would be good. It's more of an intricate layout with all the doors than I prefer, but I'm by no means an expert on these things--dod_avalanche is a pretty intricate layout, but it plays well and is among my fav dod maps!
Like I said for the fy map, the textures, props, lighting all look great. Did you add other ambients besides the pv&k and the other one--I can't remember from quickly replaying). Btw, I listen to that PV&K song all the time now!!1
Anyway, great map! Don't be discouraged by a lack of comments... you'll find a lot of really great maps that people seem to pass by for one reason or another. Maybe try a better and/or multiple screenies, pm some of the mappers you admire to give it a test, and maybe advert it in the "Maps and Mods" section.
Select the brush or brushes you want to make a func_wall, then hit CTRL-T to "tie them to entity".
Do it for anything weirdly shaped and is not a wall touching the void or outside the map. Also, try not to func_wall things that act as good vis blockers--vis blockers are world brushes--nonentitys--that blocks one area of your map from another. This is more important on big maps to keep your wpolys at a playable level.
Commented 17 years ago2007-01-23 16:03:17 UTC
in vault item: kade_glassworldComment #14063
Espen, could you do an example map for this? I'd be interested to see how it works too. That, and I don't really understand what you mean by connected multisources
From what Muzz said about the map, you'd probably be better off starting it over, and compile often. Compiling often helps you catch/understand/fix errors better and faster.
And lastly, if this is one of your first maps, it might be a good idea to start something simpler, or just create a simpler version of this one. Trying to tackle too much too fast is just frustrating.
Commented 17 years ago2007-01-20 11:05:09 UTC
in vault item: ka_acer_remakeComment #14040
Pretty low-quality brushwork, being very under-detailed and boxy. Some of the textures are ok. The lighting is pretty bland. There is no theme whatsoever.
The layout is kinda intriguing and that jumping thinie is really pretty cool--kinda like a trampoline!
I would say in many MP fps games, much of the maps detail is lost on most players, because you're too busy for snipers and other people trying to do you harm.
In a knife map though, you have much more time to look around , since nobody has no long or medium range weapons, thereby making the them/detail/look of the map all that more important.
I'm not opposed to FY, AIM, or KA maps or other stuff besides the regular cs/de/as maps, but for god's sake if your going to make something like this, pick a theme of some sort and try to make it look interesting! A lot of times building something real or something you know makes it instantly more so.
Commented 17 years ago2007-01-19 10:45:45 UTC
in vault item: KitchenComment #14032
I thought the scale seemed right on. Scale is tough in HL anyway, becuase no matter what you do, it's impossible to make the scale perfect for all perspectives and distances. Regarding the scale frankly, I think you're all smoking crack--I just played it again and it seems right-on to me :
What you 4-star raters are forgetting is this map was constructed for a BRUSHWORK compo. In that capacity it's certainly worth 5 imo. Hell, It's so much more realistic than 75% of most HL maps, I'd give it 5 even it wasn't for a bruswork compo.
The textures could be improved, but it lookt superb for the whole imo.
And lastly, he could have made more stuff interactive and added more props, but we all know how it feels to get sick of working on something, and we don't finish it, or make it as good as it could be... c'mon people! This is also why I liked the "Not The Kitchen" texture, resembling CLIP or AAATrigger LOL! I like to use the "Missing Feature" texture on stuff I'm too lazy to find a texture for at that time!
Anyway, I've said my piece, and this map doesn't need my defending it anyway... it rocks!
Commented 17 years ago2007-01-18 19:04:18 UTC
in vault item: KitchenComment #14020
edit: (sorry to spam the map comments!!! Someday we'll have an edit function... well maybe :o)
I just realized all the cupboards/drawers were bare, and there were tons of props you could have added inside them. Also lots of stuff outside like a cookie jar among many other things!!1
I'm sure you're aware of this and the lack of props nonwithstanding, it's still a superb map and compo entry!
Commented 17 years ago2007-01-18 18:34:26 UTC
in vault item: KitchenComment #14019
Holy. Jesus. Freakin. Christ!!!1~
++Spectaularly brushed! +Great Lighting ++Realistic Holy crap! ++Friggin' toaster shoots out toast!!1 +Vast majority of textures look great! =Quite functional, but room for improvement(intersections and radius) -no sounds really, but it wasn't what the compo was about -no custom sky, same as above tho
When first loading up this map, I was simply blown away at how realistic and perfectly scaled everything is. Those wood textures for the cabinets really are beautiful, and the lighting is the icing on the cake for the pretty brushwork and textures. The toaster was also a nice addition.
I liked how everything opens, and you got the speed/sounds for the doors just right. However, some of the doors intersect with each other or the walls sometimes. To eliminate this, space the doors out a little and/or limit the swing radius of the func_rotating. If you wanted you could also make some of the drawers passable if they are troublesome hitting the player, but afaik the drawers worked great!
I loved all the textures--especially the "NO KITCHEN" one :)--except the one you chose for the steel of the counter rim, faucet, and toaster. Use a different metal texture--one that has some shiny marks on it like a glasss one--or scale it down a bit. I use generic027 from the HL1 wad for most of my metal stuff.
More doodads like the toaster would've been nice, and though the map is very interactive, you could have done more with the fridge and the sink to make them more so. Some sounds like the humming of the refrigerator, a ticking clock, microwave, would have made a little more 1337 than it already is. Same with a custom sky, but whatevs, none of this stuff is what the compo was about, but it adds to the immersion.
My only last complaint/nitpick is there was no mor food besides the toast! I was hoping to see a world brush turkey, but maybe next time
Anyhoo, superbly superb work! A perfect entry for the compo and well-deserving of 5 stars! *****
Commented 17 years ago2007-01-16 03:17:36 UTC
in vault item: dm_hothworld betaComment #14009
I agree with all of your layout comments. I'm currently rebuilding/redesigning the whole layout from scratch. While I prototyped the whole layout in a matter of hours on the first version, this new one is taking me a lot more time. Hopefully that means it will be a lot better!
I like the idea of having small/medium/Large weapon depots, but I'm still not sure how i'm going to do the weapons in the end. There will also be health/shiled chargers, and some more doodads, as well hidden/difficult to get weapons.
I like the idea of Traps and Puzzles, and it's something I have to spend more time thinking about. I was going to make probots come out and instantly kill you if you made it under the ATATs legs, but in the new version of the map, The ATATs are going to be completely inaccesible.
I have a whole host of custom sounds I recorded from the first half-hour of the movie, and plan to have them in different areas of the map. One is Chewey screaming when you walk into the Falcon Hangar
Commented 17 years ago2007-01-15 03:02:59 UTC
in vault item: de_pl_nitedust2Comment #13994
I never thought I'd ever find myself using "superb" and "Dust2 clone" in the same sentence, but this is a superb Dust2 clone!
+Great detail additions to the original +R_speeds excellent in most all areas +Nighttime theme is good for this map
I've never played any Dust2 clones, so faik there could be much better clones out there, but whatevs, I feel this is very-nicely done. I never much liked Dust2--to the chagrin of most of my friends--, but this is definitely an improvement from the original.
I especially liked the temple by the T spawn, and the other details/new areas were nicely done. This map is so big and plain to begin with, there's certainly more room for small detailing if you felt like it--just don't sacrifice detail for performance too much.
Last comment, I like the apc at the CT spawn, and while it looks good, there's something about it that looks weird to me that I can't put my finger on just yet--maybe a nicer texture or lowere texture scale? I would have also made the turret on it a func tank, and added a nice 50 call or 20mm at the T spawn to make it fair
Anyway, great work, and I find it REALLY hard to believe that this is your first map!!1, but if it is: SPECTACULAR first map!!1
Commented 17 years ago2007-01-15 02:35:49 UTC
in vault item: kade_glassworldComment #13991
It's an interesting problem, and I must say i'm quite underqualified in this area to give you a definite answer, but I'll do my best to help
Looking at the entity guide, I noticed one called trigger_changetarget. As the name of this entity states, it changes the target of the entity selected when triggered itself. I don't know if it will work, but maybe one of these pointed at each train can reset the train's target--train's next stop-- back to the beginning of each trains sequence.
To see if this is possible, you could make a simple test map with a train and a button targeting the trigger_change target.
If THAT works, then your only problem left is how to trigger the trigger_changetargets at the end or beginning of a round. There are ways to reset entities between rounds, but none that I know about currently.
You might search the forum, or at this site, which I'm pretty sure has some tutorials regarding round-reseting entites:
Commented 17 years ago2007-01-12 00:06:34 UTC
in vault item: dm_tundraComment #13976
(sorry about double post)
+nice lift changes
It looks pretty good imo, besides you can always add more detail items--depending on high you want the r_speeds of course.
The only other negative I can think of would be that it's too dark in places, but it fits the theme so whatevs. I like dark maps, but many people are annoyed by them :/
Minor nitpicks:
-For the big lift, seperate it from the top of the water by one unit, therby eliminating the brush intersection you see when your underwater--or did you and it's still showing it?
-In the cool ice-caverny room when you're under water, you can't see the holes you jumped in from...
Commented 17 years ago2007-01-11 23:36:04 UTC
in vault item: dm_tundraComment #13974
Please don't bump your maps. Please don't use filefront to host. If you're interested, I can send you a gmail invitation, where you get 100gb of hassle-free hosting. PM if interested.
https://sites.google.com/site/rowleybob/121objects.jpg
Here you go. I can't say for sure what is making this map crash hammer, but check out that pic. It's a relatively small room made up of 121 seperate objects!
While it looks beautiful, this is way overcomplicated imo, and you could make it look almost the same by simplify the architecture a lot--make the wall outer wall/center spire out of much less sides for starters.
This said, I pasted the two maps back together as a test, and it didn't crash hammer anymore. So if you want, try to complete it without modifying the architecture!
Good luck, and please let me know about updates!
Pretty neat idea, that one team is stuck inside the battlements, and the other to roam free outside. The bomb detonation idea is also interesting. It'd be interesting to see how it plays!
The architecture is quite blocky, but the general structuers are interesting. Add some trims and other stuff to make it all look less square. Maybe alos add some nice small detail props to make it seem more realistic. The lighting is brighter than I like but it looks ok. Textures look fine imo.
This said, it's many times better than most aim_maps, so you win! I'd love to see how this plays.
PM me if you want me to try it.
Incidentally, I'm using hammer 3.5. What are you using?
I like the layout. Even though it's bigger, more intricate, and more wide open than I usually like, there's still plenty of cover, and I felt I learned the layout very quickly--I guess that means good landmarking on your part :0
I like the textures and the overall feel of the map. While I think you could use more detail in general, more vistas, and some fancier architecture--like those painfully square doorways--, the maps superbly-low wpolys would suffer as a result.
That said, some excellent detail in the multi-breakable windows, that bridge, and some other things were really nice. I also LOVED the CHRIST CHARGER!!1
As a nitpick, maybe add sounds to the doors, and some other local sounds in general.
Anyhoo, great map! You should get this on Muzz's server so we can see how the gameplay is!
◘ The name of your func_trackautochange was uncapitalized, but capitalized in the Fire on Dead End field of the "upper" path track. It appears variable names are case sensitive!
◘ I changed the spin value to -90, else a weird thing happens as the train quickly reverses itself after making the turn. (If you want the train to continue backward, change the spin value to -270)
And that's it! Your map is looking great so far, keep up the good work!
Forgot to mention the scale in general is tad big, but not a gigantic deal.
++On the whole, the most detailed contours of any entry yet. My favourites were the various intake/exhaust vents, the grill, THE RIMS! and the beautifully contoured windshield
++Nice custom textures and interior detailing--suprisingly similar to Tetsu0's, but probably done a wee-bit cleaner than his. The color you chose for the paint is definitely nice and sharp.
-sounds
-interactivity
-scale
Your entry lacked interactivity and use of any sounds, which isn't the main focus of the compo, but it would have been nice of course!
The scale is wide and a a bit flattened--as you warned us--, but surprisingly, it doesn't detract from the overall impression from most angles. A couple simple things you could do to artifically mask this a bit, without majorly redisigning the whole thing:
? The wheels look spectularly good, but they are WAY too narrow--see pizza cutters!. I'd widen at least 2-3 times theire current width, or more.
? Like Kasperg did--except the opposite--, you might raise the car up on an invisible--or visible even--platform to artifically make it look taller.
There's probably some other simple tricks you could do to spoof the scale a bit, but I can't think of any atm. Even rescaling in the time you have left may not be as hard as you might think--you have nothing to lose as long as the original entry is backed up.
Anyway, Another spectacular entry. I'm SO glad you stuck it out and sumitted an entry for this one... Welcome Back!
*****
Seriously, if someone takes time to comment on your map, and let's you know your're missing something, you should appreciate it, and make the changes so nobody else wastes their time. Here's another wad missing! ^^
If you compile with -nowadtextures paramater under CSG--expert compile or batch compile-- it will embed only/all the texture you used, and ignore the extra wads.
Cleaner still, If using wally you copy ONLY the non-standard, non-HL custom textures to ONE wad and use the -wadinclude paramater to include ONLY that wad.
If you don't like these comments in your Map entry, You can ask Muzzleflash or one of the other map vault moderators to delete them
Many of the textures look nice, but some are way to flat, too basic--like the window panes are pure black, and the desktops are a base color too. It all fits your theme, but it would better with some more textured textures in there!
If you plan on making this a playable hostage-rescue map, it would would probably be necessary to make the outside inaccessible--with your current level of detail in those windows, the wpolys outside are sub-4000! Or, you could simplify the detail of some things to make it more feasible to "use" the outside.
Lookin' good so far, keep it up! (If you PM me when you update the map, I'll add more comments if you want.)
The body and scale look perfect, though there is room for improvement in terms of textures imo. It's always difficult to texture propertly a mass of triangles--like the ones by the front fender--, but I thin they could be "betterly" done. There's a couple faces like the front right bumper that all you have to do is hit "face" in texture properties, and it will look better.
More on textures, maybe using a slightly distinct texture for the ground effects, bumper will make them stand out just enough to look more natural--the current texturing makes the body look all too uniform. Same goes for the center console, interior doors, and floor carpet: they all look way too uniform as to blend together too seemlessly.
This stuff said, the construction and attention to detail is superbly spectacular. Each contour of the original car is represented afaik--I never owned a Camaro--, and stuff like the front of the car, those rims, and the nice glass bits really attract attention.
There is some nice interior detailing too with the pedals, shifter, P. brake, and the nicely-textured console. With a car like this, it's a bit of a letdown that you don't have a toggable sound system and phat-looking radio face, but whatevs: for the time you put into this, it's a superb product!
The idling sound is nice, but as aftormentioned, a nice bassy, togglable sound would have fit this theme perfectly!
-interactivity: nothing to open or turn on = boring.
The last thing I can think to add would be to make the tops of the seats func_illusionary, so when you jump in and crouch, you have the correct first-person view. (you might have to add invisible brushes overhead to achieve the proper heigh).
Anyway, superbly done! Another excellent entry from Tetsu0!
When I wake up sometimes, I have these weirdly strong inspirations for maps sometimes, and I had a big one the other day for some sort of virtual twhl environment. (like logging into a server instead of logging on to the website).
With the limitations of how content works, it would probably be really hard or most likely impossible to do something like this, and plus, though checking out forums and maps in a virtual world would be cool, a webapge would most likely be tons more efficent--I can't think of any advantages to a virtual style interface...
Anyway, I envisoined using shootable buttons--much like your 6D too btw!-- to activate individual file cabinets in the map vault, and when you shoot one you get a revolving holo of the map. shooting the holo teleports you to the map, and pretty much the rest of the world would work like this with multiple teleportations and what not.
Anyway, while this idea isn't so feasible, it seemed really fun at the time. If you ever plan on upgrading this map and want some ideas, I have tons of additional ideas for it!
Also btw should totally make a DM for this for Muzza's server!
The body shape and scale looks spot on afaik and those rims are wickedly wicked.. Can't wait to see it with the proper textures!
LOL one thing I see we all forgot were side view mirrors!! (none of our cars have them!)
This would've been a perefect entry for the real-world reconstruction compo!
Tha sky looks beautiful btw, and since you didn't include any sky files, I guess it's in the gcf??
Anyway, really nice work!
That said, I love everything about this map anyway, except a few small nitpicky things:
-The squarish doorways and hall spaces make the rest of your beautiful, curvacious-detailing look sorta bad. Same goes for the blocky main stairs, and some of the square trim around the pillars and some walkways.
-some of those squarish blocky things might look better with different textures.
The good:
++Great detailing! the "v" thinigies, the walk-out vista, broken stuff, the portals, and some nice general detailing--that was sort of distraced from by the previously mentioned blocky stuff.
+Some great custom textures
+Nice tight, varied layout.
+ I like that you can go back and forth through the portals, and you're not just teleported to some random location.
Anyway, it's a great map, and I'd love to see how it plays! Maybe MuzzleFlash will put it on the TWHL HLDM server!
It's a neat idea how the env_renders incrementaly adjust the wall opacity from solid to invisible. Really, Really Cool!
You might include env_render, multimanager, and any other "keywords" in the description of your example tho... this way, peopler can find your example when searching for the entities used in the map.
Very, Very Nice!
http://rowleybob.googlepages.com/mini9byareview.html
I will say though I was totally blown away with the level of detail and the short time you threw the entry together. While far from a perfect map--not that there is any such thing--, this entry was perfect for the compo, and a well-deserving 1st-place winner imo.
Superb work!
*****
You didn't include the .rmf on this one!
This will be really cool if you can get it to work.
It would be cool if you only HAD to jump on it to make the board/door activate. (maybe by putting the trigger multipe abovee the player. timed right, it would only activate by jumping---maybe :P)
your trigger push is set to go straight up. Did you experiment with angles or maybe multiple pushes?
Anyway, a really neat idea, that could definitely use more refinements. To what extent you'll get this to work though, I'm not sure how much is possible with what you have to work with.
Please PM me with any updates!
Really. Maybe you could share your obviously subjective definitions of "Time" and "Effort" for us. You took a lot of time and effort to build a mono-textured box, with only your "surf wedges" adorning the walls?
It's not really your fault though, since I've never seen a surf map that had any sort of thought into how the actual map looks--they're all utter shit.
I blame our policies. Being a learning site, we allow any piece-of-shit map to exist in the exist in the Map Vault with impunity. I apologize for my rant, but there's only so much of this crap you can take without venting.
Maybe we should move all these superb "surf" maps to the unfinished section at least.
/rant
Great props! I like the HL2-style transporter--the thing that gives you the mp5--, but it could definitely be improved with some point lights to accompany those indicator things inside.
The auto chargers were great, but could be made more interesting to look at.
Traps! Some really interesting, neat looking traps!
The layout is a bit intricate and nonintuitive imo, but this opinion would probably change somewhat If I played the map more. The tight cooridors are interesting, but same as above, no idea how they would play.
Those spiral staircases leading down to that tiny, unreachable vista through the glass was nice, albeit a bit dark
The overall look of the map is pretty bland unfoutuantely, and could be better detailed. Some different detail stuctures and better textures could help.
Anyway, neat stuff overall!
And at around 2000 wpolys, you certainly have room to add to this--this won't be a playable MP map, obviously. Plus you have all the room in the world to add models--the epolys were zero lol!
Maybe for the tower custom textures of the real tower would look better than the transparent ones. If all fails, you could just cop out and make the tower a model
You could do a lot of camera work with this too, the only limitation being that when your at altitude, looking down betrays the trick of the skybox. Maybe you could figure out a practical method to blend the ground, skybox for this purpose--this is always a pain with HL... but I'm sure there is a way to make it work.
Last nitpick, the info_player gordon starts stairing face first in the side of the launch foundation... put the spawn in full view of that pretty orbiter/boosters, in all their glorious detail!
Again, breathtaking stuff!
The only thing that broke immersion for me was the transparent texture for the main tower... otherwise, everything was spectacular!
As it was lifting off, I noclipped to follow it up... breathtaking; the hair on the back of my neck stood up!
Just when you think you've seen everything with the HL engine, somebody does something like this... Simply amazing, period.
Can't wait for the updates!
Don't you know already Habboi doesn't play maps, only comments on screenies?! (I love you Habboi don't be hatin' :P)
5 all the way!
*****
It definitely looked unique, but I think you would get better results/performance using the env_rain entity that comes with the Counter-Strike FGD. Considering your mapping experise, you probably already know this, and decided not to use it for some reason, so please forgive my impertinence if this is the case!
http://rowleybob.googlepages.com/dm_hothworldv2.zip
Unfortunately, the map is too big already, and I plan on shrinking it even smaller than the latest version of Hothworld v2--see thread.
It would however, be cool to test making the whole head the func_tank laster and see how it would behave with the user inside... *rowleybob twirls his mustachio and laughs quietly.
Someday when I finish v2, I plan on adding more tank lasers on some of the speeder/xwing props--like anakin in the hanger of the control ship from episode I--, and a couple different ones on the falcon.
Without playing it, it's hard to judge the layout and gameplay, but I'm guessing it would be good. It's more of an intricate layout with all the doors than I prefer, but I'm by no means an expert on these things--dod_avalanche is a pretty intricate layout, but it plays well and is among my fav dod maps!
Like I said for the fy map, the textures, props, lighting all look great. Did you add other ambients besides the pv&k and the other one--I can't remember from quickly replaying). Btw, I listen to that PV&K song all the time now!!1
Anyway, great map! Don't be discouraged by a lack of comments... you'll find a lot of really great maps that people seem to pass by for one reason or another. Maybe try a better and/or multiple screenies, pm some of the mappers you admire to give it a test, and maybe advert it in the "Maps and Mods" section.
Do it for anything weirdly shaped and is not a wall touching the void or outside the map. Also, try not to func_wall things that act as good vis blockers--vis blockers are world brushes--nonentitys--that blocks one area of your map from another. This is more important on big maps to keep your wpolys at a playable level.
Anyway, you should listen to Muzz, I'm sure if I could open the map I'd agree with everything he said
In the future too, check tommy14's site to diagnose your errors, here:
https://www.slackiller.com/tommy14/errors.htm
From what Muzz said about the map, you'd probably be better off starting it over, and compile often. Compiling often helps you catch/understand/fix errors better and faster.
And lastly, if this is one of your first maps, it might be a good idea to start something simpler, or just create a simpler version of this one. Trying to tackle too much too fast is just frustrating.
Good luck!
The layout is kinda intriguing and that jumping thinie is really pretty cool--kinda like a trampoline!
I would say in many MP fps games, much of the maps detail is lost on most players, because you're too busy for snipers and other people trying to do you harm.
In a knife map though, you have much more time to look around , since nobody has no long or medium range weapons, thereby making the them/detail/look of the map all that more important.
I'm not opposed to FY, AIM, or KA maps or other stuff besides the regular cs/de/as maps, but for god's sake if your going to make something like this, pick a theme of some sort and try to make it look interesting! A lot of times building something real or something you know makes it instantly more so.
What you 4-star raters are forgetting is this map was constructed for a BRUSHWORK compo. In that capacity it's certainly worth 5 imo. Hell, It's so much more realistic than 75% of most HL maps, I'd give it 5 even it wasn't for a bruswork compo.
The textures could be improved, but it lookt superb for the whole imo.
And lastly, he could have made more stuff interactive and added more props, but we all know how it feels to get sick of working on something, and we don't finish it, or make it as good as it could be... c'mon people! This is also why I liked the "Not The Kitchen" texture, resembling CLIP or AAATrigger LOL! I like to use the "Missing Feature" texture on stuff I'm too lazy to find a texture for at that time!
Anyway, I've said my piece, and this map doesn't need my defending it anyway... it rocks!
I just realized all the cupboards/drawers were bare, and there were tons of props you could have added inside them. Also lots of stuff outside like a cookie jar among many other things!!1
I'm sure you're aware of this and the lack of props nonwithstanding, it's still a superb map and compo entry!
++Spectaularly brushed!
+Great Lighting
++Realistic Holy crap!
++Friggin' toaster shoots out toast!!1
+Vast majority of textures look great!
=Quite functional, but room for improvement(intersections and radius)
-no sounds really, but it wasn't what the compo was about
-no custom sky, same as above tho
When first loading up this map, I was simply blown away at how realistic and perfectly scaled everything is. Those wood textures for the cabinets really are beautiful, and the lighting is the icing on the cake for the pretty brushwork and textures. The toaster was also a nice addition.
I liked how everything opens, and you got the speed/sounds for the doors just right. However, some of the doors intersect with each other or the walls sometimes. To eliminate this, space the doors out a little and/or limit the swing radius of the func_rotating. If you wanted you could also make some of the drawers passable if they are troublesome hitting the player, but afaik the drawers worked great!
I loved all the textures--especially the "NO KITCHEN" one :)--except the one you chose for the steel of the counter rim, faucet, and toaster. Use a different metal texture--one that has some shiny marks on it like a glasss one--or scale it down a bit. I use generic027 from the HL1 wad for most of my metal stuff.
More doodads like the toaster would've been nice, and though the map is very interactive, you could have done more with the fridge and the sink to make them more so. Some sounds like the humming of the refrigerator, a ticking clock, microwave, would have made a little more 1337 than it already is. Same with a custom sky, but whatevs, none of this stuff is what the compo was about, but it adds to the immersion.
My only last complaint/nitpick is there was no mor food besides the toast! I was hoping to see a world brush turkey, but maybe next time
Anyhoo, superbly superb work! A perfect entry for the compo and well-deserving of 5 stars!
*****
I like the idea of having small/medium/Large weapon depots, but I'm still not sure how i'm going to do the weapons in the end. There will also be health/shiled chargers, and some more doodads, as well hidden/difficult to get weapons.
I like the idea of Traps and Puzzles, and it's something I have to spend more time thinking about. I was going to make probots come out and instantly kill you if you made it under the ATATs legs, but in the new version of the map, The ATATs are going to be completely inaccesible.
I have a whole host of custom sounds I recorded from the first half-hour of the movie, and plan to have them in different areas of the map. One is Chewey screaming when you walk into the Falcon Hangar
Thanks for the useful comments!!1!
+Great detail additions to the original
+R_speeds excellent in most all areas
+Nighttime theme is good for this map
I've never played any Dust2 clones, so faik there could be much better clones out there, but whatevs, I feel this is very-nicely done. I never much liked Dust2--to the chagrin of most of my friends--, but this is definitely an improvement from the original.
I especially liked the temple by the T spawn, and the other details/new areas were nicely done. This map is so big and plain to begin with, there's certainly more room for small detailing if you felt like it--just don't sacrifice detail for performance too much.
Last comment, I like the apc at the CT spawn, and while it looks good, there's something about it that looks weird to me that I can't put my finger on just yet--maybe a nicer texture or lowere texture scale? I would have also made the turret on it a func tank, and added a nice 50 call or 20mm at the T spawn to make it fair
Anyway, great work, and I find it REALLY hard to believe that this is your first map!!1, but if it is: SPECTACULAR first map!!1
Looking at the entity guide, I noticed one called trigger_changetarget. As the name of this entity states, it changes the target of the entity selected when triggered itself. I don't know if it will work, but maybe one of these pointed at each train can reset the train's target--train's next stop-- back to the beginning of each trains sequence.
To see if this is possible, you could make a simple test map with a train and a button targeting the trigger_change target.
If THAT works, then your only problem left is how to trigger the trigger_changetargets at the end or beginning of a round. There are ways to reset entities between rounds, but none that I know about currently.
You might search the forum, or at this site, which I'm pretty sure has some tutorials regarding round-reseting entites:
http://www.countermap2.com/Tutorials/index.html
The map is pretty interesting, if not a little weird with all thoe pictures of all the asian kids--from some tv show? Good Luck!
Please pm me when you update so I can check it out!!1
+nice lift changes
It looks pretty good imo, besides you can always add more detail items--depending on high you want the r_speeds of course.
The only other negative I can think of would be that it's too dark in places, but it fits the theme so whatevs. I like dark maps, but many people are annoyed by them :/
Minor nitpicks:
-For the big lift, seperate it from the top of the water by one unit, therby eliminating the brush intersection you see when your underwater--or did you and it's still showing it?
-In the cool ice-caverny room when you're under water, you can't see the holes you jumped in from...
Anyway really nice map and nice work!
The first chapter is extraordinarily good, and you pulled off the Christmas theme awsomely!!1
+great cutscene
+Nice general mapping
+Player/weapon model repalacements lol!!!
+fun gameplay
+good sounds and intro music
+spawning elves zomg!!!11
At the end of the second chapter in the stables, I couldn't figure out how to proceed after killing all the elves down there, please pm to advise.
Anyway, 5 stars for a superbly-themed and FUN Christmas map!!!
*****
I'll check out the map soon