Commented 16 years ago2008-01-07 20:05:50 UTC
in vault item: Life's EndComment #16223
This mod is the best one I've ever played.
There never was a spot where you get stuck for more than a moment. Puzzles were logical, you weren't just opening a door, you were opening it because the place is in lockdown, or it's the teleport room. Throughout the mod, you seemed to have heavily scripted the characters to talk a lot. That helped to make the mod less sterile than the Half-Life.
The random comatose/ dream sequences helped to break up the game. It's a cheap way to glue together disjointed levels, but nothing got boring, so it's a big plus in my opinion. Since you'd wake up in totally different places, it felt even more dramatic than Half-Life.
There's a lot of content. I think this mod is longer time wise than Half-Life 2: Episode One. When I finished, I felt satisfied, no cheated, but that's probably because VALVe made an infuriating story to get you to buy the next episode I had lots of fun while playing. Thanks for making this mod.
Commented 17 years ago2007-08-25 19:47:44 UTC
in vault item: dm_theunknownComment #15605
Instead of using an entity "point light," use a texture that looks like something that would let off light. The game will make the texture give off light in-game.
Commented 17 years ago2007-08-24 12:21:25 UTC
in vault item: Genetic Research FacilityComment #15596
A very good first map this is.
The map started feeling a little claustrophobic with the low ceilings, but I grabbed my gear and headed out, down some plain hallway. The marines were placed well and all of the entities worked perfectly. I actually died once on this map lol.
Possible improvements:
Add support beams to the platform in the screenshot
Spice up the hallways into something believable
Add some dead bodies to explain the weapon/ armor/ health cache?
Commented 17 years ago2007-08-07 00:46:05 UTC
in vault item: de_monComment #15532
Hmmm, my laptop's 8600GT mobile dips to a jerky 20-30fps. 1280x1024, 8xAA/16xAF. I get a rock solid 60 almost all the time.
It's like trying to bike with really wrong gear. More power will overcome it somewhat, but it's still the wrong gear. For example, try Trapt's "Island Bombing"
Commented 17 years ago2007-08-06 09:20:16 UTC
in vault item: de_monComment #15520
Wow!
This map first struck me as very ambitious in both gameplay and looks. Hills, towers, lifts, caves, etc present a very complicated maze of paths. You can see pretty much across the whole map (making smoke grenades & sniper rifles important), but unfortunatly this presents rather poor performance.
The textures are very crisp, everything is made of well-placed brushes, and the "bloom" effect is pulled off well. The only problem occurs when you step into the water lol.
Excuse my nitpicking, i'd like to try this map on a 32 player server, it looks like fun.
Commented 17 years ago2007-07-31 10:59:44 UTC
in vault item: upenderComment #15477
Budd: No one expects Hollywood CGI, but you can still use Half-Life's capabilities creatively to make your maps look nice. Here I just see a blocky Dr.Seuss building in blackness. Fun maps can looks good. But this doesn't even seem fun.
Commented 17 years ago2007-07-31 10:57:44 UTC
in vault item: upenderComment #15476
Strider, you've got to be kidding. Even if it's someone else, this person has rated each of these maps before any download. The comment comes like 2 seconds after the map has been submitted. All circumstantial evidence points to self rating & self commenting.
Commented 17 years ago2007-07-30 00:05:11 UTC
in vault item: dm_cliffComment #15452
The first thing I noticed was the nice crispness of the textures, they look slightly grainy since I don't use any AA/AF filtering :P. The shaping of everything was done well. I can't say anything about weapon/ power-up placement, I haven't played it with others. The skybox seems weird. Is this a bright map? Or is it a gloomy map? Adding some dark music would justify the current sky. The RPG is just too much on this map, it should be removed or swapped with the crossbow. Speaking of the crossbow, how do you actually get it?
I'm nitpicking here, this is a great map for 4-6 players. Overall, a good job, just fix the theme and place spawns in nooks.
Commented 17 years ago2007-04-05 11:41:31 UTC
in vault item: dm_greentownComment #14577
Ok, now i've played it.
This map is very, very plain. Besides the two houses, there's nothing in the area except for a perfectly flat concrete ground. Some debris, uneven ground, or heck, even random blocks or a re-texture could bring some life to the middle area. If you used more textures and ones that aren't just concrete, you could remove the dull factor. Make sure the walls line up as a suddenly thicker wall doesn't make sense. Inside the houses, those windows were pretty awesome. I can see you put some time and effort into them. What would make them even more awesome is if you made them transparent, breakable or openable so players can aim and shoot through them. If you did that, you'd add a whole other confrontation point to the map besides the front door to front door. This map doesn't have any hostages, so you should just call it greentown or maybe make it an fy map and leave weapons on the ground.
Valve time soon is not soon enough! Gah. The original level by muzzleflash was a tiny, tiny extention. Make the update at least 10 minutes of gameplay lol.
Commented 17 years ago2007-02-14 20:42:03 UTC
in vault item: fy_hydroxide_v3_finalComment #14225
An above average FY map. Pretty open design with blocky architecture. You can hold your position or rush on several levels above and below ground. With so much height being used, you really need to work together (safety in heavily armed numbers lol) to win. The water is also used to allow people to jump down during a mad rush. It's then confusing why you made the underground a camper's paradise. A light comes of of nowhere down there and I can see people just sitting there the whole round in a shadow. Beside that, I have two other suggestions. First, make those spikes causes damage and not for show so rushers play a little russian roulette when they run right into that sloped barrier. Second, for some visual flair, you might want to make the map seem to have less of a boxy shape and make bridges leading to nowhere look less like cubes, and more like thing that have snapped off/ collapsed.
Commented 18 years ago2006-12-18 23:40:31 UTC
in vault item: The Sydney Harbour BridgeComment #13747
It was an amazing recreation, but the crippling performance (I ran this on my friends computer (can hold 130 fps in CSS with 2560 x 1780, AA/AF 16x, Highest settings, but this map rendered in 15 fps) and no ability to actually walk around gives it 4 stars.
The add-on to Uplink is short, but overall it's good. I'd just like one change. Put like a bump before the elevator shaft so the metal box can't fall in. The first time I played it, I accidentally pushed the metal box into the shaft thinking that was the way to solve the puzzle and got stuck, unable to continue.
There never was a spot where you get stuck for more than a moment. Puzzles were logical, you weren't just opening a door, you were opening it because the place is in lockdown, or it's the teleport room. Throughout the mod, you seemed to have heavily scripted the characters to talk a lot. That helped to make the mod less sterile than the Half-Life.
The random comatose/ dream sequences helped to break up the game. It's a cheap way to glue together disjointed levels, but nothing got boring, so it's a big plus in my opinion. Since you'd wake up in totally different places, it felt even more dramatic than Half-Life.
There's a lot of content. I think this mod is longer time wise than Half-Life 2: Episode One. When I finished, I felt satisfied, no cheated, but that's probably because VALVe made an infuriating story to get you to buy the next episode I had lots of fun while playing. Thanks for making this mod.
The map started feeling a little claustrophobic with the low ceilings, but I grabbed my gear and headed out, down some plain hallway. The marines were placed well and all of the entities worked perfectly. I actually died once on this map lol.
Possible improvements:
It's like trying to bike with really wrong gear. More power will overcome it somewhat, but it's still the wrong gear. For example, try Trapt's "Island Bombing"
PS: Those sharks have really sharp teeth. Damn sharks.
This map first struck me as very ambitious in both gameplay and looks. Hills, towers, lifts, caves, etc present a very complicated maze of paths. You can see pretty much across the whole map (making smoke grenades & sniper rifles important), but unfortunatly this presents rather poor performance.
The textures are very crisp, everything is made of well-placed brushes, and the "bloom" effect is pulled off well. The only problem occurs when you step into the water lol.
Excuse my nitpicking, i'd like to try this map on a 32 player server, it looks like fun.
The shaping of everything was done well.
I can't say anything about weapon/ power-up placement, I haven't played it with others.
The skybox seems weird. Is this a bright map? Or is it a gloomy map? Adding some dark music would justify the current sky.
The RPG is just too much on this map, it should be removed or swapped with the crossbow. Speaking of the crossbow, how do you actually get it?
I'm nitpicking here, this is a great map for 4-6 players. Overall, a good job, just fix the theme and place spawns in nooks.
P.S. "Ass" isn't a really good username
This map is very, very plain. Besides the two houses, there's nothing in the area except for a perfectly flat concrete ground. Some debris, uneven ground, or heck, even random blocks or a re-texture could bring some life to the middle area. If you used more textures and ones that aren't just concrete, you could remove the dull factor. Make sure the walls line up as a suddenly thicker wall doesn't make sense. Inside the houses, those windows were pretty awesome. I can see you put some time and effort into them. What would make them even more awesome is if you made them transparent, breakable or openable so players can aim and shoot through them. If you did that, you'd add a whole other confrontation point to the map besides the front door to front door. This map doesn't have any hostages, so you should just call it greentown or maybe make it an fy map and leave weapons on the ground.
I assume the map ends when the player's view turns white right?