Comments

Commented 19 years ago2005-08-26 14:20:47 UTC in vault item: cs_tube_assault Comment #8707
Certainly a v interesting idea, and looks good from the screenshot. Haven't downloaded so won't rate. Might not go down well with people who had friends or relatives killed in the attack though.
Commented 19 years ago2005-04-05 14:49:11 UTC in vault item: hal Comment #6618
habboi.................WTF?

I love blue normally, but you've overdone it. Needs some yellow in it.
Commented 19 years ago2005-03-27 07:54:57 UTC in vault item: BigLots Comment #6399
Lighting is much too strong, and needs a bit of colour, maybe some green, blue or yellow. Maybe even red. Room needs stuff in it if it's that big.
Commented 19 years ago2005-03-27 07:49:58 UTC in vault item: Lost&Found Comment #6398
Jesus Christ calm down. BooHoo, if you're not good at english, it's worth buying a dictionary (with a grammar section so your sentences make sense). And stop being so abusive. You won't get ANYWHERE on TWHL by responding to criticism abusively. We can all take abuse and aren't afraid to use something worse on you, and then that defeats the purpose of TWHL's help.
Commented 19 years ago2005-03-02 19:03:28 UTC in vault item: Lambda: Deadly Reactor, Part 1 Comment #6170
Looks great...I thought the pack was dead, but it isn't :D
Commented 19 years ago2005-01-10 17:14:31 UTC in vault item: TS2Credit Comment #5591
I meant it's hard to make decent maps. You can make fun maps, but they're much too basic.
Commented 19 years ago2005-01-08 09:11:07 UTC in vault item: TS2Credit Comment #5556
Mapping for TS2 is hard...the mapmaker is shocking.
Commented 19 years ago2005-01-03 18:00:11 UTC in vault item: TWHLmix Comment #5454
MY REVIEW:
________

First room:

Oversized, boxy architecture was a let-down, especially since you can't walk up the ladder. The HEV charger looked out of place, and it seemed stupid that you had to use it as a platform. The rest of this part was fairly boring and extremely straightforward, although I liked the lighting in the headcrab room and drawbridge room. The drawbridge was a nice touch, and it's a pity that the area behind the crystal wasn't included in the final map, since it was far too easy. The room after the drawbridge was disappointing, badly lit, badly textured, and far too big. The crossbow looked out of place. The crate room was also fairly badly mapped, and it wasn't immediately obvious that you had to open the red metal crates.

Gargie:

The lighting in this area was outrageous, and the room seemed too large for such a short section of the map. It also had very little to do with the area before it. However, the map pack improved greatly as soon as you climbed the shaft with the sentry turrets...

Doc's lab:

I loved this portion of the map pack. The lab area was extremely well mapped, and I thought the Xen area, while small, was excellent. The lighting was great and the messages onscreen gave the map a great feel, although the extra HEV suit seemed out of place, since you were already wearing one. The teleportation sequence was a bit disappointing though. The effects were fine, and I liked the bit where you power up the generator, but it would've been more exciting if you had a weapon, and had to hold off the intruding assassins until the teleporter was ready, and if you were too slow, the teleporter would deactivate. However, it was still great.

Train station:

The station itself looked great, and it felt like a train station in Black Mesa (great job!). However, some of the architecture (mostly indoors) was very bland, and some of the texturing was very poor.

Big room:

This would've been a lot better if you had access to more weapons and there were aliens randomly teleporting in. Lighting was good, but the textures were a bit bland.

Lab area:

I found this bit fairly pointless. The architecture was bland, although the lights and textures worked very well together. I liked the cloning machine or whatever it was though.

Final area:

This area had a great feel, although I remain uncertain of exactly what it was, but I liked the feel of it and it made a very good conclusion.
________

All in all, I found this to be a fairly enjoyable map pack. While some of it was poorly mapped, and some of the lighting was quite bad, I enjoyed the mid-section in the Xen lab a lot, and enjoyed the conclusion.

My rating: 4/5
Commented 19 years ago2005-01-03 15:18:31 UTC in vault item: TWHLmix Comment #5445
I'm looking forward to playing it. I just hope it works.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-11-27 16:49:10 UTC in vault item: sg_spacestation Comment #5182
habboi: looks like it.
Commented 20 years ago2004-11-26 15:11:04 UTC in vault item: sg_spacestation Comment #5171
I didn't know you still came on, Black Cat. Map looks nice, and does look a bit similar to something from stargate. I'm actually working on a map right now that is an underground complex in Area 51 that looks VERY similar to the Stargate Command.
Commented 20 years ago2004-11-21 15:14:52 UTC in vault item: Small battle 2 Comment #5132
Yes...

It's a bit basic. The lighting is nonexistent (It's on fullbright, either put in some lights or fix the leak, or fix another error). The architecture is really square, and you really need more practice. Don't worry about it...my first map was even worse ;)
Commented 20 years ago2004-11-21 06:49:55 UTC in vault item: Winter City Comment #5127
It's a stupid idea to make huge maps that HL can't really cope with without lagging, when we've told you so many times to not do that. However, I like the textures a lot, and your architecture is improving. Still blocky in areas, though.
Commented 20 years ago2004-11-16 16:35:29 UTC in vault item: HL2/CS:S - 3D Skybox Example Comment #5073
Blimey, this is early. HL2's only been out for about 10-15 hours and already you're making maps for it.
Commented 20 years ago2004-11-16 14:34:20 UTC in vault item: The Sydney Harbour Bridge Comment #5072
Only 30?
Commented 20 years ago2004-11-07 15:07:44 UTC in vault item: thwc2_stalky Comment #4987
They can, but it's stupid. However, some people judge by the screenie. If I was doing that, I'd give it a 5. And then it's not stupid.
Commented 20 years ago2004-11-04 17:29:10 UTC in vault item: Slime removal problem Comment #4928
Wow. I never knew SlayerA was still around...hi BTW!
Commented 20 years ago2004-10-30 07:31:16 UTC in vault item: hi_training (for Hostile Intent) Comment #4817
It's far too open...barracks rooms should be more cramped. And I think the bed covers would be green, not brown. Use some opfor textures, and check out opfor's boot camp.
Commented 20 years ago2004-10-26 13:18:47 UTC in vault item: Escape Comment #4757
I don't understand why such a good map has only two stars.
Commented 20 years ago2004-10-24 09:32:58 UTC in vault item: Atrium Comment #4713
Great idea.
Commented 20 years ago2004-09-24 13:55:38 UTC in vault item: ?????? Comment #4070
Retexture it. It looks awful.
Commented 20 years ago2004-09-16 15:00:28 UTC in vault item: DSR_TUNDRA Comment #3953
Looks more like Savannah than Tundra to me...
Commented 20 years ago2004-09-08 13:26:28 UTC in vault item: Agamemnon Icarus Glass (Glass Compo entry) Comment #3857
It's a nice idea, but it doesn't really look like glass. It's OPAQUE. Glass tends to be transparent/translucent. 3 stars.
Commented 20 years ago2004-09-07 13:20:45 UTC in vault item: Stargate Comment #3842
Black-cat/Anubis would love this...
Commented 20 years ago2004-09-06 14:03:39 UTC in vault item: Deadcentre Comment #3820
Lol, mulleboy. You didn't need to give us so much detail.
Commented 20 years ago2004-09-05 10:03:32 UTC in vault item: Gravity Test Comment #3786
What's the point including a .map? The .rmf contains extra things like visgroups, and .rmfs zip EXTREMELY well. I think I once reduced a 1mb or 2mb (can't remember which) file to a mere 50kb.
Commented 20 years ago2004-08-21 15:03:35 UTC in vault item: cs_laferme (the farm) Comment #3489
WC 3.3 was pretty good. Hammer's better though.
Commented 20 years ago2004-08-20 13:06:15 UTC in vault item: SciMaker 1.1 (With Kill Func) Comment #3471
You ripped off my map! BAAAAH! Heh, "great" minds think alike.
Commented 20 years ago2004-08-19 13:43:46 UTC in vault item: Glass defence system Comment #3446
I hope I get points for originality.
Commented 20 years ago2004-08-18 14:34:39 UTC in vault item: Glass defence system Comment #3421
Updated :D
Commented 20 years ago2004-08-18 14:25:47 UTC in vault item: Glass defence system Comment #3418
Bleh...this version doesn't work. Wait for the update.
Commented 20 years ago2004-08-15 05:04:03 UTC in vault item: Sleek Comment #3338
First bit of advice: Don't rate your own maps.
Commented 20 years ago2004-08-10 08:37:52 UTC in vault item: Underground Facility Comment #3242
Cool. Is it going to be in hldonuts?
Commented 20 years ago2004-07-31 18:06:57 UTC in vault item: Scientist factory Comment #3100
No, it wasn't mentioned due to lack of time, and space on the results page. I emailed Andy, and he definitely got it. He said he liked it, but it didn't place.
Commented 20 years ago2004-07-30 16:05:13 UTC in vault item: Alarm Light Comment #3070
Bad monkey...Black-Cat has already done this. But yours is better ;)
Commented 20 years ago2004-07-30 15:46:56 UTC in vault item: Scientist factory Comment #3069
No, it was my compo entry...it didn't beat Seventh. I did enter it though. Seventh's was amazing...the moment I played it, I knew I was doomed. Oh well. Maybe next time ;)
Commented 20 years ago2004-07-29 14:43:38 UTC in vault item: LaB101 - Update 1.4 Comment #3040
SD models are missing animations...you'll have to wait for a fixed version, or used Patched HD/LD models.

Architecture is very nice, but walls are empty.
Commented 20 years ago2004-07-29 14:03:50 UTC in vault item: Scientist factory Comment #3039
Well, 4 stars is still the best I've ever had. Thanks everyone.
Commented 20 years ago2004-07-29 06:23:01 UTC in vault item: Scientist factory Comment #3033
Ooh. 5 stars. I know the brushwork sucks, but I hardly ever bother with brushwork for compos...the priority is to get it to do what the compo says it should do. I improve brushwork if I have time.
Commented 20 years ago2004-07-28 13:29:57 UTC in vault item: Scientist factory Comment #3013
I'm not much of a brushwork person...I've never really focused on brushwork for competitions. Nice to know that people enjoyed it. The reason I limited it to 5 scientists at a time is because they sometimes got stuck if several were there at once. That conveyor was harder to make than I expected...
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-14 13:49:02 UTC in vault item: The Discombobulator Comment #2703
Oh crud...now I've lost the compo. Oh well.
Commented 20 years ago2004-07-08 14:52:00 UTC in vault item: ka_killbox Comment #2634
Don't rate your own map...
Commented 20 years ago2004-05-31 11:44:59 UTC in vault item: The Playtest Comment #2156
I wish I was as good as this...nice job.
Commented 20 years ago2004-04-23 16:54:23 UTC in vault item: Issues Comment #1676
The map "base" (That map with the garg which doesn't attack you) is awful, but "subzone" was excellent (Well done kol! I shot the airtanks and died, but I eventually completed it), and "casa" was cool...that's all I've played. Four stars due to the bad quality of some maps.
Commented 20 years ago2004-04-19 17:00:23 UTC in vault item: Retinal Scanner Comment #1655
Lol...but SD models are so cool...Anonymous, do you have a problem with my real name?
Commented 20 years ago2004-04-12 14:34:57 UTC in vault item: Retinal Scanner Comment #1596
Is that an SD scientist in the screenshot? Good on you 7th! BTW, it's good to finally see a retinal scanner example. Just one question (About the sci): Did you get the transparency dlls from the HIT site so Walter's glasses aren't opaque? If not, get them now.
Commented 20 years ago2004-04-11 07:25:24 UTC in vault item: Spearhead Comment #1576
Barney.wad/ Could it be...someone actually maps for Blue-Shift? Maybe I should...