Comments

Commented 16 years ago2007-08-16 04:20:00 UTC in vault item: Lost Campus v2.0 Comment #15562
I see what you're trying to say, but those textures just make it look like shit in game. You should ether take some creative license or make your own to fit the building.

For the cubemaps I was referring to the doors leading into the two inaccessible classrooms on the first floor.

And as for the cliff, you could split it into two displacements to avoid stretching, or you could add an appropriately sized block down there and convert that to displacements.
Commented 16 years ago2007-08-15 22:52:05 UTC in vault item: Lost Campus v2.0 Comment #15560
Damn, that comment was way longer then I thought it was! Sorry if was too long winded about it. :)
Commented 16 years ago2007-08-15 22:51:22 UTC in vault item: Lost Campus v2.0 Comment #15559
Played through it, and it's not too bad for a first Source map, but there's still plenty to improve.

The first thing I noticed was your awkward use of the gravel texture on those spikes all over the walls and a few pillars. Something like concrete or stone would fit better. Much of the other texturing left much to be desired as well. The texture you used for the ceiling up stairs didn't tile at all, and down stairs it looks like you've used the same texture for both the walls and the ceiling. Type "walls" or "ceiling" into the search bar when you're browsing textures to find some more appropriate candidates.

Looking at the pillars, as well as some of the windows, your vertex manipulation seemed pretty sloppy. There were visible cracks in the window and the pillars, not very nice.

Some ambient sounds would have been nice as well, like a wind effect outside. Soundscapes would have also made things more interesting.

You've also got a lot of things to learn about Source (of course). The reflections in the windows, for instance, were unnatural looking. To fix this you have to put and env_cubemap in each room at about eye level to the player, and after you've compiled type "buildcubemaps" into the console. After it's done, restart your map and the reflections will look just fine.
Another thing that reminded me too much of HL1 was the brush based doors, it generally looks much better to use models for that sort of thing. If the door model doesn't seem to fit, there's at least 12 other skins to choose from.
The drop off at the edge of the map was also pretty awkward, the displacements were cut off in a very unnatural way. You could have at least rounded them off so they curved underneath, or better yet added a skybox. I'm not going to outline how to do that here; it would make this post even longer than it needs to be. There are plenty of tutorials here and on other sites to help you out.

Overall, I give it a 2/5
Commented 16 years ago2007-08-02 16:59:07 UTC in vault item: Thunder Ball 1 Comment #15493
From the screen shot it doesn't really look like you worked very hard. Just some basic shapes and a few models. Hell, judging by the model you didn't even add lights. Read some tutorials and practice a little before you release another map.
Commented 16 years ago2007-07-10 03:08:41 UTC in vault item: The Mansion 3: Freeman Residence Comment #15313
Looks quite nice from the screenshot. I just wish I had HL2 at the moment...
Commented 17 years ago2006-07-08 22:40:48 UTC in vault item: aim_alien27 Comment #12501
"Argh, photoshop that screenie's brightness!"

Rather then paying a couple hundred dollers for photoshop, you can dowload IrfanVeiw for free, and I'm pretty sure it hase some basic tools for touching up photos (brightness, contrast ect.) Just so you know.
Commented 17 years ago2006-06-13 17:57:01 UTC in vault item: Mansion Comment #12222
You should be able to get into the area with the strider...

Well, after the slow-mo section you go through the tunnel in the side of the room. After that you swim through the sewer tunnel and kill the zombie thats underwater. The rest is pretty easy to figure out.
Commented 17 years ago2006-05-22 21:36:36 UTC in vault item: Mansion Comment #11989
Uh, what?
Commented 17 years ago2006-05-19 12:36:54 UTC in vault item: Mansion Comment #11936
Thats what I meant by "Fixed it up" I read a few articles on optimizing and then the frame rate was fine.

Trust me, if it was like it was before you wouldn't be playing it.
Commented 17 years ago2006-05-14 23:06:15 UTC in vault item: Compo 20 - Penguinboy Comment #11853
Funny walkthrough.
Commented 17 years ago2006-05-12 13:48:07 UTC in vault item: Compo 20 - Locked In Comment #11807
Ah, ok, for some reason it was running in software mode.

Creeeepy...
Commented 17 years ago2006-05-12 13:39:33 UTC in vault item: Compo 20 -noname- final Comment #11805
Just type give item_suit in the console, thats what I did.

Great map rowley.
Commented 17 years ago2006-05-12 13:38:25 UTC in vault item: Compo 20 - Locked In Comment #11803
ERROR: Bad surface extents 320/0

Help?
Commented 17 years ago2006-05-02 00:10:37 UTC in vault item: Tactical Map Comment #11623
Now I get what you were trying to say, very interesting.

This actually made me want to quit my current project and start a new one :p.
Commented 17 years ago2006-04-28 00:43:59 UTC in vault item: Tactical Map Comment #11600
I think you need to re-zip and upload the file again, what meant when i said it wouldn't load right was that Winzip thinks its an "invalid archive file" whatever that means.
Commented 17 years ago2006-04-25 14:54:25 UTC in vault item: Tactical Map Comment #11580
The file won't load properly.
Commented 18 years ago2006-04-05 14:09:17 UTC in vault item: On the run with barney Comment #11430
"Not terrible, but not that outstanding." Would basically sum up this map so far. There were a lot of holes in the level, wich i mean both literally and figuratively. Theres plenty of room for improvement and i look foreward to the finished product.
Commented 18 years ago2006-03-30 20:07:06 UTC in vault item: Zombie Attack Comment #11396
Yeah, i just think it cou use just a few more small details. Still rather fun though.
Commented 18 years ago2006-03-29 23:42:11 UTC in vault item: Zombie Attack Comment #11391
Well, this isn't the most creative map in the world wich makes it a tad boring. and there are a few technical problems like the leak in the ceiling of the hole where you get the turret, and the fact that you can shine your flashlight into the vent where the headcrabs come out, and just see a spawn hole rather then an entire vent. Although i did enjoy myself to a certain extent as i blew up large amounts of zombies in a small space. I'll give it three stars.
Commented 18 years ago2006-03-16 04:13:16 UTC in vault item: Slomo/Filter Example Comment #11257
Hot DAMN that was awsome. I'm stille trying to figure out how in sam hell you did this, i cant wait to use it.
Commented 18 years ago2006-03-16 03:47:58 UTC in vault item: Halo 2 Elongation Comment #11255
Shouldn't this be a deathmatch map?