Commented 12 years ago2011-11-26 10:45:39 UTC
in vault item: c31_captainterrorComment #19588
I just love this map. How on Earth did you compile this map, just great. When i try to make huge map with many details like this one I usually get errors when I'm not nearly done.
Commented 15 years ago2009-03-21 18:30:19 UTC
in vault item: es_corridorComment #17367
First floor(basement): Under construction: Cafeteria, Shops.... Second floor (1-st): 1 floor of apartment rooms (under construction) Third floor (2-st): 2 floor of apartment rooms (under construction)
A bit confusing. Is the second floor, second or first floor, and is the third floor third or second floor. =)
Commented 16 years ago2008-05-30 14:37:32 UTC
in wiki page: Tutorial: CarvingComment #100794
NOTE: Don't use carving tool even if your life depends on it!!! Nice tutorial but I don't see point in explaining something that you shouldn't use by any mean.
Commented 16 years ago2008-04-05 18:38:24 UTC
in vault item: Dm_absurdumComment #16555
Architecture: 10/10 (I like that Unreal style) Textures: 8/10 (Not perfect but acceptable) Lights: 8/10 (Pretty good) Sound: 0/10 (But hey it's deathmatch map) Playability: I haven't played it against someone but it looks a bit small.
Overall: 5 stars (I'm not good in math like hlife_hotdog)
Commented 16 years ago2008-03-07 10:15:55 UTC
in vault item: de_forbiddenComment #16491
Layout is very grid like, I agree. The problem with making walls not ending at the same height, it's my phobia of not getting my maps compiled. If I put too much details in map, I usually end up with some error So, yes, map is blocky. But excellent for CS.
Commented 17 years ago2007-11-17 19:52:03 UTC
in vault item: De_DragosComment #16016
I don't like de_ maps with one bomb site (it looses sense than). One more thing, please read some tutorial about sky box. I can see in spectator mode things that I shouldent see.
Commented 17 years ago2007-11-12 05:27:51 UTC
in vault item: dm_particleComment #15943
The light that goes through the stairs makes an unnatural shadow on the wall. The light would, because of the difraction, turned a bit, and light wall more intensivly. I know it's not your fault, this the way the rad works.
Second floor (1-st): 1 floor of apartment rooms (under construction)
Third floor (2-st): 2 floor of apartment rooms (under construction)
A bit confusing. Is the second floor, second or first floor, and is the third floor third or second floor. =)
I didn't realize that it is April the first.
It's 08th June.
Nice tutorial but I don't see point in explaining something that you shouldn't use by any mean.
Textures: 8/10 (Not perfect but acceptable)
Lights: 8/10 (Pretty good)
Sound: 0/10 (But hey it's deathmatch map)
Playability: I haven't played it against someone but it looks a bit small.
Overall: 5 stars (I'm not good in math like hlife_hotdog)
Architecture is just too important for me!
The problem with making walls not ending at the same height, it's my phobia of not getting my maps compiled. If I put too much details in map, I usually end up with some error
So, yes, map is blocky. But excellent for CS.