Comments

Commented 17 years ago2006-05-30 08:05:42 UTC in vault item: awp_farmstead Comment #12077
Thanks, rowley. :D
The sky wasn't custom, it was included in cs (grnplsnt), although it took quite awhile to tune the lighting right.
Rimrook's textures really add alot to realism and overall looks of the map and I suppose, that the grass is a bit repetative, although I couldn't have changed it, since I wanted smooth performance. :)
Commented 17 years ago2006-05-22 03:52:19 UTC in vault item: Scientist Firing a Shotgun Comment #11979
The whole setup isn't as hard as it appears, although it takes quite a lot of time to time it all right.
There is a special scientist shotgun model in the pak (scigun.mdl), it has one animation, that's suited to the scientist holding shotgun animation (like in lambda core).
Although it only has the scientist holding the gun, not shooting.
Nice work, Mr.Yoso :)
Commented 17 years ago2006-05-19 14:36:32 UTC in vault item: Life's End Comment #11937
This mod is.. Astonishing.
One of the best one-developer mods I've seen yet. From the simple, but fun gameplay to the quite good architecture and care for detail - it was all great. The review:

+ Architecture. Now there were flaws - I won't deny that, although overall - it looked very good. I especially liked the real half-life-ish feeling throughout the mod. The areas and themes changed rapidly, although they were all logical and imaginative (lab teleport to xen, halucinations, timetravel, etc.. XD). I suppose, that it's one of the things, that I liked the most in this mod. The corridors and open areas had enough detail and architecture and didin't look too blocky to me. There were some uglier parts, like the large open outside areas, that had the most boring and plain walls you've ever seen. Some detail / windows, other stuff would have been very good there.

+ Texturing. Again - there were flaws. Some textures were a bit too stretched/badly aligned (Mostly the outside areas, that had the repeating wall textures on high walls. You could have scaled them up a bit and perhaps added an extra trim to hide the ugly pattern). Some lab gadgets and other minor objects had scaling/alignment problems too, although that's only minor. As for the rest of the areas - well done. Most of the corridors and other areas were textured in an interesting and non-boring way. The patterns changed in a realistic way (not too slow to make it repetative), so again - I must say, that it was very impressive.

+ Gameplay. The biggest pro of this mod. The monsters were placed in an interesting way, while not making it too easy (I played on medium and it was moderately hard at some areas). There were some minor flaws with info_node placement (in some areas with stairs - the monsters wouldn't go up them, that's a bit unrealistic), although the rapid teleporting in, horizontal and vertical, duct and open area combat and tension made it really feel like Black Mesa. There was a little backtracking and keycard collecting, although it didin't spoil anything. One thing I didin't like was the battery collecting. Now the whole idea was good and I bet, that it took a lot of multisources and entity work to get it right, although the batteries themselves.. Well they looked way too Duracel to me. I understand, that there is a lot of humour in this mod and I understood the AA batteries in the halucinations, although when you power up a inter-dimensional teleportel in Black Mesa with Duracell.. That just doesn't look right.
I also liked the small details throughout the mod, that made it feel even more like Black Mesa. Stuff like the readable alien info, scientist journals, charts, posters, etc. made it much more fun to play.
And of course - one of the most imaginative things in the mod were the gas-induced halucinations. That was a very original and creative way to make things more interesting. Time travelling was also nice. It was really cool to see the past & future, that was very originally made.
I also liked the Mad Maze (I couldn't finish it, so I noclipped ;D). The gameplay was truly one of the mod's strong parts. And to think, that you've succeeded that without any new monsters or weapons is amazing.

+ Ambience, lighting, atmosphere. Again - the atmosphere was really Black Mesa-ish. Thanks to great lighting and creative ambience. I don't recall seeing a lab with no computer drone sounds or a pipeline without steam sounds. The lighting was also quite good and not too boring.

Overall - this mod was one of the most creative mods I've seen. 35 quality maps, made by one developer is something very impressive.
5 stars, no doubt with that.
Commented 17 years ago2006-05-18 10:41:57 UTC in vault item: Life's End Comment #11921
Looks interesting.. Gonna play it tonight.. :)
Commented 17 years ago2006-05-12 12:39:07 UTC in vault item: Compo 20 - Interior Comment #11798
Amazing.
The stuff I liked:

-Texturing. I bet, that it took ages to retexture the map. Although I can say, that it was worth it. From the wall textures to the computers - it all looked awesome.

-Story. One of the biggest cons in this map. You've actually managed to make up with a normal and interesting story for a 5-minute map! I really liked the message system and the whole story. Great job.

-Extra things. I really liked the extra stuff, like the portals and burning computers, they added alot to realism.

-Ambience. It all sounded just right. The sirens and computer sounds were all great.

Things, that need more work:

-Gameplay. Since the map had monsters to shoot - I'll rate the gameplay too. It wasn't too great, actually. Just a few monsters teleporting in and that's all. There wasn't much of a puzzle too. Although that's not very important, since gameplay wasn't a requirement.

-Destructification. Like Hunter said - there wasn't enough architectural damage. A few broken pillars (even if they're interactive) and explosions aren't really enough. Still - I liked the realistic falling pillars and exploding equipment. The shakes were also a good touch.

Overall - a very good map with a very nice story, great looks and a nice ending. It all looked very clean and interesting. 5* - no doubt.
Commented 17 years ago2006-05-12 12:19:13 UTC in vault item: Compo 20 - Poor Kasperg Comment #11795
Another great entry.
Things I liked:

-Destructification. Total carnage. From the huge damage to the ceiling and the walls to the damage to the pipes and other structures. It was all VERY realistic. I really liked the debris everywhere, that added a whole lot to realism. However - the holes in the ceiling were just.. holes. No metal fittings or support beams sticking out, like in Rowley's map. They would have added a lot to realism. I also liked the random shakes & sounds. The explosions and falling stuff was a nice touch too. Great work.

-Lighting. The reddish-greenish lighting added alot to the atmosphere. I really liked that. The blinking emergency lights were a nice addition too.

-Ambience. From the distant explosion sounds to the sirens and other stuff - it was all very post-disaster-emergency-ish. Again - it added quite alot to the atmosphere..

-Destroyed truck textures. They pwned. ^^

The stuff, that needs more work:

-The ending. I didn't like the map ending so soon. I barely managed to look around the area, where barney gets squished. Maybe there was some glitch there you wanted us not to see? ;)

Overall - probably the most destructified entry. I didin't find any major glitches, so good work. :)
Commented 17 years ago2006-05-12 03:27:59 UTC in vault item: Compo 20 -noname- final Comment #11779
Yes, I had the 'Max visible ents in ent packet' error and the performance wasn't super smooth, although still - the map was great.

Things I liked:

-Detail. It was awesome. From the debris to the.. um.. debris it was all done very realistically. I loved the broken crates at the spawn and the broken trashcans. The blinking lights and other stuff were also a great touch.

-Extra areas. They really added alot to realism. I really liked the office with the grunts and the elevator shaft (it was a bit strange, though, since it wasn't blocked by anything visible, and you still couldn't access it)

-Destructification. Now that's the best part of the map. From the large broken stuff, like the ceiling and the pipes to the smallest objects, like the trashcan and the crates - it was all very realistic. I loved the debris from the broken roof with the support beams and stuff. It all looked very realistic. The broken pipe, pouring water was also very nicely made (although since it looked, that the pressure is very big, you could have added a little damage to the wall, that the water hits and perhaps a small env_shake for extra realism) The sprites there were also a good idea, although they were a bit low-res. I also liked the gap in the door at the spawn, where you could see the sky. A very nice touch.

-Great use of decals. The deacls added alot to the overall looks of the map. Great work with that.

The bad stuff would be:

-The ambience. Now I can't say, that it was bad, since it added alot to the atmosphere, although the apache sound started to burn my ears after a few minutes. To make it less repetative, you could have made it sound, that the apache is moving (changing sound), not floating in one place.

-The slime in the flooded room was very nice, although it didin't match the water, pouring from the pipe. I don't know, if you wanted it to be like that, although it still looks quite unrealistic. And speaking of slime - there was a little glitch with it in that room. The slime is too thin at the door with the processing area sign. Try jumping in it there and you'll see.

-The power generators in the flooded room and the office areas were just BEGGING to be destroyed and made to shoot deadly electricity beams, while you left them perfectly undamaged. ;)

-Lighting. The blinking lights were a good touch, although they're too repetative. The endless blinking really made it hard for my eyes.. .

Overall - a very good map. For now - I think, that it's a 100% trophy-winner. :)
Commented 17 years ago2006-05-06 07:07:11 UTC in vault item: TWV_scoutzknivez Comment #11681
De_Spaceship3? A classic.. XD
Hi, you shouldn't waste your time, making remakes to maps, that are already sad and ugly.
Try creating something original and interesting, rather than just something the crowd wants. :)
Commented 17 years ago2006-05-05 08:14:29 UTC in vault item: Hollow Toruses Comment #11664
Sweet! ^^
I bet it took a whole lot of time to rotate, shear & cut the pipes (hollow even!)
Great work :)
Commented 17 years ago2006-05-05 08:06:00 UTC in vault item: de_simc Comment #11663
It's... not a basketball map? :S
Commented 17 years ago2006-05-05 02:37:24 UTC in vault item: de_railstation Comment #11656
An astonishing map.. :o

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+ Architecture. Great detail throughout the map makes it really feel like a railstation. The fuel towers, the trucks, the pylons, the train cars - they all make it look and feel great. The outside and inside architecture felt very realistic too. There were some scale problems in the map, though. The main problem was the oversized trucks. They were just HUGE. That didin't look right.

+ Texturing. Now the textures and their use were superb. Great inside and outside area texturing. The trucks were textured right, although the black texture for the fuel tanks didin't fit them at all. And once I've decided to reveal your secret to low r_speeds (low gravity) - i realised, that you've nulled EVERY face, that's not visible to the player. I bet, that it took a whole lot of time. Great work :)

+ Layout. The layout was quite original and interesting, although you must admit, that the map is pretty huge, so you really should have added directions. I also liked the CT-friendly fence near the fuel car bombsite. That's a very interesting way of balancing the map.

+ Gameplay. I'm almost sure, that this map would play great. The layout is quite balanced, although very tricky at first (that's bad, cause most players expect a killbox without ANY layout in a custom map :) Another problem were the bombsites. Now the bombsite in the crate room was easily noticeable, although it took me quite awhile, till' I found the 2nd bombsite. Some chemical crates, like in the 1st bombsite would have made a connection between them and made it easier to notice.

+ Lighting. What I really liked in this map was the interesting lighting. The outside areas had a nice sunny theme, when the tunnels and inside areas were really lit, like they're supposed to. I bet, that getting the colours right took quite awhile. Again - great work.

+/- Ambience. Thee were light sounds inside, although that's not enough. You could have added some wind/passing train/industrial sounds to the map (take de_rotterdam (old 1.5 map) as an example)

*********************

Overall - an astonishing map with awesome levels of detail and perfect r_speeds everywhere. The only con would be the tricky layout, although that really goes into minority.

Awesome work. 5* - without any doubt. :D
Commented 18 years ago2006-04-18 05:18:49 UTC in vault item: Freeman's Tomb Comment #11538
Played it before, forgot to comment. :)
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+ Atmosphere. The whole ambience, the lighting were awesome. The gloomy sounds, etc gave the whole game the 'right' feeling. Great job.

+ Idea. The whole Idea & story were pwnage for a HL-Related-Freeman-Experience mod. The mystic areas & sounds + the puzzles and quite hard gameplay made the mod look great, even with the average visuals.

+ Gameplay. As I said - I liked the difficulty level. Some of the traps were also awesome (the explosion trap in the beginning). The underground areas were kind of maze-ish, but not too complex. Keeping the gameplay a challenge and keeping the player from noclipping & godmode isn't that easy.

+/- Architecture. Now it wasn't too bad, although the caves could have been less blocky and some of the areas could have been better-looking. There have been some very nice architexture overall (the teleport room, before the tomb)

+/- Texturing. Although I liked the textures, some of them were too repeating/bedly aligned. You could have done better with the texturing, since the architecture isn't too good either.
***********************
Overall - a great mod, that played very well. I'll rate gameplay over visuals, so 5* it is.
Commented 18 years ago2006-04-18 05:01:25 UTC in vault item: de_railstation Comment #11537
Looks nice. Downloading..
Commented 18 years ago2006-04-09 08:54:13 UTC in vault item: aim_ak-deagle Comment #11456
Lookin' good. I'll download. :)
Commented 18 years ago2006-04-07 04:05:30 UTC in vault item: cs_poltergeist2 Comment #11445
A bit late, but better than never, I guess. :)
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+ Architecture. The rooms, outside areas were all very well-made. I liked the props/furniture, etc. It was all really great. The corridors weren't too repetative, because of the great architecture and detail. The stairs in the main room with the jesus statue could have railings, although if you've skipped them due to the high r_speeds in the area, I understand. :)

+ Texturing. Superb work. The worn-off plaster textures in the corridors, the wood textures, the paintings, etc. It was all great.

+ Ambience. The.Best... ever. From the wind sounds to the fake footsteps in the library (great touch). It was perfect.
*****************
+/- Layout. It wasn't too complex, although some directions would have been nice.
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- Gameplay. Here start the cons. Now I understand that you had to keep the atmosphere as scaryas possible, although still - this map is just TOO DARK for mp. The layout isn't too complex, although the split up hostages make the gameplay a bit T-balanced (they can't hostage camp, though).
******************
Overall - the spookiest map for CS, I've seen yet. If it was SP - i'd give it 5 stars, without doubt, although it's MP and MP maps depend much on gameplay, not only good looks and atmosphere. And the gameplay wasn't the map's strong part. 4*.
Commented 18 years ago2006-03-27 06:53:12 UTC in vault item: Leaks in cs_timeville Comment #11361
Technically - you CAN have 512x256 textures, although it's not recommended.
Agreed with Rowleybob. I bet, that most of the textures you used from the different wads could have been replaced with simmilar ones from cstrike/halflife.wad
Keep the textures that you REALLY need.
Commented 18 years ago2006-03-14 11:23:01 UTC in vault item: sk_bombplanting Comment #11209
Ffs, it's a first fucking map. The guy needs some advice and you fuckers come in and start bashing it, instead of helping.. That's goddamn stupid.

@Hunter: de_spaceship3 ring a bell? :

I won't move this to the unfinished vault, just because it's a 1st map, that is quite well-made for a FIRST MAP.

@Sarwan: Good work. I can't say that the map is very good, since it still needs some better texturing and architecture. Add more textures and other things, like Rimrook said. And post a better description next time. :)
This comment was made on an article that has been deleted.
Commented 18 years ago2006-03-12 09:04:27 UTC in vault item: Necropolis: Mausoleum Comment #11179
Suuuuupaaaaah... :o
********************
+ Architecture. From the pyramid in the middle to the underground tombs and the open area - it all looks awesome. The broken pillars, the entrances to the tombs, the elevator shaft, the secret areas - it's all done with precision and amazing detail.
+ Textures. They also add alot to the great looks of the map. I loved the glowing walls. A very nice touch. The texturing outside and inside was superb.
+ Lighting. Great dusky-ish lighting outside. It really gives the map a 'desert' feeling. The tombs were a bit dark for MP, though.
+ Layout. It was great, the open areas combined with the underground areas made the layout fairly simple & balanced. Although I didn't understand the purpose of the blue-ish maze under the pyramid in the center. It didn't have any weapons in it, so It's pretty useless, imo.
**********************
+/- Gameplay. The layout was ok, the weapon placement wasn't bad either, although some areas were a bit too dark & cramped, as Rowley said. Although I take that those areas were meant to be shortcuts, not battle areas.
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- Ambience. The only con I could find. Add some wind sounds in the high places, maybe some cave ambience in the tombs. It would add alot to the atmosphere.
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Overall - a great map. Some of the features weren't very HLDM, but they somehow fit in, methinks. Another thing: The elevator was still buggy.. ;)
5* worthy, I think.
Commented 18 years ago2006-03-06 11:37:02 UTC in vault item: dm_lars Comment #11122
Hahaha.. Crazy stuff.. :D
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+ Architecture. Some nice stuff in the underground area, I also liked Lars's house and the R2 medkits. The upper area looks somehow plain. Maybe some extra cliffs/other stuff? There was too much of those controler things (the models all over the map) too. The robots and the ammo disposals had some great detail too.

+Lighting. A bit dull in the upper part, although it fit the theme, imo.

+/- Ambience. Although the robots made some kinda sound, it wasn't enough, imo. Some space-ish ambience or wind sounds would have been great.

+/- Texturing. Some textures were too stretched or badly aligned (the cliff textures horribly stretched in the underground part, the computer textures there), the craters could have been textured in a more interesting way too.

+/- Layout. Not too complex, but a bit strange for HLDM.

+/- Gameplay. The weapon placement was good enough (love the ammo disposals) and the snark traps were also a great touch.. :D
Although it needed something more, can't say, what it is, but it still needed something more. Perhaos another bigger area, some secret areas? Your choice.
******************
Overall - a very nice and original map. It needs lots of work, but if you make some changes in the layout - it should be a really great map to play.. :D
Commented 18 years ago2006-02-26 10:25:21 UTC in vault item: Scoutz_dirty Comment #11004
I've moved this to Unfinished, since it has no screenshot, no path structure in the zip and no readme on where to unzip the extra files.

The texturing is poor, most of the textures are badly aligned.

The sky is default.

The max.view distance is too small.

The architecture is poor.

This is utter crap... even for a remake. :
Commented 18 years ago2006-02-24 12:27:41 UTC in vault item: dm_control Comment #10973
Wow.. This is really nice, tons of improvement after the 1st beta.. :o
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+ Architecture. Great looks throughout, the corridors weren't too dull, due to the nice supports/pipes/other detail. The main rooms looked great, although I found the glass room a bit repetative.. Maybe it's the glass? It could also use some detail/computers/crates? in the area behind the glass too.. The generator was great, although maybe you could have made some small grating windows, which would show some rotors/other stuff in the generator.
+ Ambience. WOW! Seriously.. You've placed like 2 amb_generics for each room! That really added alot to the atmosphere.. Good show, ol' chap.
+ Layout. Not too complex, not too large, not too confusing.. Pretty good, I think.
**********************
+/- Texturing. The textures were ok, although some areas weren't too good (like the glass room). The generator's texture could have been stretched and rotated a bit to hide the pattern. The custom textures were nice, though.
+/- Weapon placement. Some weapong are too close to each other, there's not enough ammo. I liked that not all of the weapons are easily accessable, although overall it wasn't perfect.
+/- Gameplay. The layout is great, although the weaker weapon placement would make the gameplay average.
+/- Lighting. A bit dull, I think. You could have altered the lighting in the glass room, perhaps some coloured lighting?
************************
Overall - a great map. The secret areas were nice and the snark cave was pwnage.. ^^
I'd give 4 stars, since this still needs a little tweaking.
Great work.. :)
Commented 18 years ago2006-02-20 13:08:06 UTC in vault item: aim_scouts-aj Comment #10909
J.C was harsh, but yea.
It's just a re-textured version of awp_map.. It might look cleaner, although it's still awp_map.. And awp_ maps are crap. :
Commented 18 years ago2006-02-19 08:31:28 UTC in vault item: Alternative Origin Comment #10880
Damn.. That.. was original. REALLY original. I mean, really, have you ever played the original Half-Life as a [censored]?

Nice stuff.. Really nice..
I loved the status text too.. A nice touch indeed.

One problem - if the action is going before the disaster, then why are there machinegun sounds at the very start?

Anywho - 5 stars, just because you've managed to make something new from the original HL events..
Great work. :)
Commented 18 years ago2006-02-19 08:22:09 UTC in vault item: cs_palm Comment #10879
You forgot to include the map in the zip.. :)
Commented 18 years ago2006-01-24 14:48:31 UTC in vault item: de_simc Comment #10669
Well the spiral staircase was really a challenge, because I had to make it step-by-step, due to the complexity of the stairwell, I had to tie the stairs to func_wall in the end and make it opaque, because they really shredded the walls up. So yea - they really made my compile times quite long.. :)
Commented 18 years ago2006-01-23 09:24:21 UTC in vault item: de_simc Comment #10641
:o

Woah.. That's some review there, rowley. Thanks :)

I'll probably work on this map a bit more and fix some bugs after HLHS and some other projects I'm in.

Yea, the doors are oogleh.. I'll have to fix that fo' shaw. And I've just noticed that you can get stuck between the chairs and the table; another must fix.

The angled bricks? Well I rotated them on purpose to hide the pattern, since the texture is small.

It would look really oogleh without the rotation.. :

@Muzz: I dunno if a map that is so CS-balanced would work out well in HLDH (actually, the layout is 100% original, I didn't have to alter anything), but I guess I could try.. :)

And I'm gettin Steam HL in the beginning of Feb, I guess.. :S
Commented 18 years ago2006-01-23 07:19:27 UTC in vault item: Kaufmann House Comment #10636
Heres a good site for hosting I've just found:

www.fileupyours.com
Commented 18 years ago2006-01-22 15:04:49 UTC in vault item: fy_DONT_look_down! Comment #10616
Moved to unfinished vault, because this map is fullbright. :
Commented 18 years ago2006-01-22 12:50:43 UTC in vault item: bl_twhl Comment #10611
Well.. Twasn't bad.
I liked the texturing, and the architecture overall. The dust-like arches were nice.
The mapvault and the 'spam' boxes were a nice touch too.
The layout wasn't too bad, so was the weapon placement.
I won't write a big review, coz this is a pretty small map and because I wasn't included in the MV! :P
Commented 18 years ago2006-01-22 12:46:09 UTC in vault item: DM_Stranded V2 Comment #10610
Not bad.
*****************
+ Architecture. It was quite simple, although I liked it. The shutle was nice too. I also liked the room with the pools of slime and the force fields.
Although some rooms were too plain, like the room behind the 2 chargers in the slime room.
+ Ambience. Good ambience overall, lots of sounds, it all sounded well.. :)
+ Layout. Really classic, pretty big, not too confusing, although I needed some time to get it all right.
+ Gameplay. Weapon placement was great, enough ammo, enough weapons. I also liked the trap - pretty original. Since the layout is good, the gameplay should be good too.
+ Lighting. Not too plain, some colour changes in the rooms. Twas really good for a spaceship.
******************
+/- Texturing. The custom textures were good, although some of them were just too toon-style..
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Overall - great map. Nothing more to add. :)
Commented 18 years ago2006-01-22 11:55:05 UTC in vault item: The big shit Comment #10609
You call a hollowed box fun?

Pathetic.

I deleted the other hollowed box crap you've submitted, because it was exactly the same map.. :
This comment was made on an article that has been deleted.
Commented 18 years ago2006-01-22 11:49:59 UTC in vault item: Blow out light Comment #10607
There is one. See the entity guide..
Anyways - a simple effect.. Nice work. :)
Commented 18 years ago2006-01-20 08:06:09 UTC in vault item: fy_deathrows2fx Comment #10563
Dude, you created spam accounts to rate your own map?

Jeez.

Deleted the spam account posts... :

"Nice map" - hahahaha

"very colorful, i like it" - bhahahaha

"not so bad... good as lan party map and should be played on fun servers ;)" - hahahahaha (inhale) bhahahahaha

"
"already in my server's mapcycle (TeamFUN)" - BWAHAHAHAHAHAHAHA (inhale) HAHAHAHAHAHAHA teehee :P

Moving it to unfinished because it IS unfinished if it's fullbright.
Commented 18 years ago2006-01-19 12:23:36 UTC in vault item: fy_deathrows2fx Comment #10554
Well it makes the map fullbright so that you could see campers in dark areas. Used by lots of CS players.. :)

NOT considered as cheating.
Commented 18 years ago2006-01-16 11:10:42 UTC in vault item: fy_deathrows2fx Comment #10486
The map is.. Fullbright.
Saw this map @ fpsbanana, btw :)
Commented 18 years ago2005-12-24 09:20:59 UTC in vault item: de_repo Comment #10238
This stil needs work..
**************
+/- Arhchitecture. It's blocky inside and you used prefabs a bit too much, although the cliffs outside looked quite ok. Good job.
The whole map had a very big cramped feeling. The stairs were way too small, the ducts could have been bigger too.
+/- Texturing. Twasn't bad, although some textures were badly aligned (lightswitches). And the textures were quite too repetative inside the building.
*************
- Ambience. some wind sounds, along with other ambience would have been good.
- Layout. It's quite simple, but the whole ducts are just WAY TOO COMPLEX! It's a damn labyrinth there! One could get lost way too easily.
- Gameplay. Theres only 1 bombsite, which is a big drawback, coz the CT's could just campthere all the time and kill the T's easily. The layout isn't perfect either, so that also makes the gameplay worse.
- Lighting. Dull. Just... dull.
***************
Well the map still needs work.. Lots of it. Perhaps make it bigger, expand it? Your choice. :)
3* in advance.
Commented 18 years ago2005-12-24 06:45:45 UTC in vault item: Empty HEV Comment #10236
You forgot to comment on the intense emptyness of the chargers, alex.. ;)
Commented 18 years ago2005-12-24 06:21:10 UTC in vault item: Poltergeist Comment #10235
Woah..
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+ Architecture. When you said that the brushwork is amazing - I expected to see more than just awesome detail and curved corridors ;)The architecture wasn't very amazing, but it was quite good for a CS map. I loved the detail throughout the map. The DIE sign, the kitchen, the fireplace.. Lovely detail.. ^^ ALthough I hated the default HL prefabs. Please remove them or at least re-texture them.. The default bed textures also sucked donkey balls.

+ Atmosphere. To be honest - I haven't seen a map with such pwnage atmosphere for a VERY long time. The dull lighting, the sounds, the blood, the trap in the bathtub ;)
All those corridors with the wind sounds.. Aaah.. Lovely, just lovely.
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+/- Lighting. The only problem is that it's way too dark for the map to play right. I'd suggest making the corridors brighter, even if that would make the atmosphere less creepy.

+/- Gameplay. Lots and lots and LOTS of routes to the goal. The gameplay would be ok, although the complex layout and the hostage placement make this map very T friendly. I'd suggest placing the hostages somewhere near the T spawn. You could place them in pairs in 2 rooms, or perhaps place one pair near the T spawn and the other near the furnance in the basement.. (I loved tht place)
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- Layout. Sorry, but this is the only thing that doesn't work in this map. It's way too complex, so if you wanna keep it that way, you should make some signs, pointing the player to the goals. (they really help) You should also alter the hostage placement.

- Texturing. Some of the textures were alright, but I'd say that this map is begging of more custom, creepy textures. The outside of the house could use some re-texturing, so could the hallways. I also hated the default prefab textures on the beds, sofas, bookcases...
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Overall - a truly spooky map. I loved the way you did the bathroom trap. Really creative.. :)
The rooms look a bit empty, tho.. I'd love to see some tall bookcases, large windows, old-ish curtains and old-ish armchairs that would make thie house look more like a spooky mansion, dig? ;P
There could be some bloody knifes or other scary stuff in the kitchen, like blood leaking from the sink.
Anyways - great map! 4* for the atmosphere.. :)
Commented 18 years ago2005-12-23 04:45:42 UTC in vault item: Empty HEV Comment #10216
Nice to see ya posting maps again, Tlax.. :)
Commented 18 years ago2005-12-21 16:27:51 UTC in vault item: de_mini_skyturret Comment #10200
Were you just being sarcastic? :P
Commented 18 years ago2005-12-21 16:22:21 UTC in vault item: dm_ghetto Comment #10199
Shit shit shit my ass..
Come back, when you'll have some normal comments, you shite. :
Commented 18 years ago2005-12-21 12:13:28 UTC in vault item: surf_unplanned Comment #10194
Honestly... This is SO unfinished.. :
Commented 18 years ago2005-12-20 14:34:55 UTC in vault item: dm_fugitive3 Comment #10171
Oh please.. :
Commented 18 years ago2005-12-20 14:26:05 UTC in vault item: Five More Ways to Die Comment #10170
What the.. ?
Commented 18 years ago2005-12-17 12:38:28 UTC in vault item: Battlefront Turret Comment #10090
Hm.. Very nice.. :)
Although the spawn is kinda unrealistic..
How bout some light effects before the appearance? :
Commented 18 years ago2005-12-17 12:30:16 UTC in vault item: Moving sign example Comment #10089
Hmm.. Not bad.. Pretty easy to make, though.. :)
Commented 18 years ago2005-12-16 10:06:03 UTC in vault item: Moving sign example Comment #10078
Yes, please add a screenshot, this is not the unfinished vault.
Commented 18 years ago2005-12-16 05:43:56 UTC in vault item: Battlefront Turret Comment #10074
Missing wads.wad.. Caffeine again? ;P