Comments

Commented 17 years ago2007-01-02 09:49:47 UTC in vault item: fy_magic_fountain Comment #13886
Ghull: Generally speaking, this community doesn't really like fy maps and the like, unless there's something truly different about them. Don't let the bad comments dampen your spirits though: keep mapping. :)
Commented 17 years ago2006-12-27 06:32:08 UTC in vault item: The Sydney Harbour Bridge Comment #13833
I've actually only been over the bridge 3-4 times.
Commented 17 years ago2006-10-22 07:04:15 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13273
Horribly compressed too...
Commented 17 years ago2006-10-05 23:33:30 UTC in vault item: The Sydney Harbour Bridge Comment #13095
Ok, tis fixed.
Commented 17 years ago2006-10-05 23:26:18 UTC in vault item: The Sydney Harbour Bridge Comment #13094
So it is!

m0p removed my webspace when I switched to Rabid's. I'll fix it ASAP.
Commented 17 years ago2006-07-15 21:39:11 UTC in vault item: De_etape Comment #12540
Having seen every single damn version of this map that you compiled, I guess I have to say something about it. :P

I loved the outdoor areas in this map. They were very nicely detailed with a good combination of props and brushwork. My main gripe (as you are aware) are the hallways which essentially don't make any sense whatsoever. Having said that though, there's something rather fun about the layout - it's a quick and dirty map designed for some hectic rounds of CS:S.

If you were to extend the map further, I'd probably add some ambient sound and a 3D skybox. 4 1/2 from me, which gets elevated to 5.
Commented 17 years ago2006-05-16 08:05:21 UTC in vault item: Compo 20 - Poor Kasperg Comment #11895
Aww come on, who deleted that comment? :(
Commented 17 years ago2006-05-16 07:48:00 UTC in vault item: Compo 20 - Poor Kasperg Comment #11894
Oh god, I'm making a CS:S map for someone like this? WHERE R CYANIDE PILL LOLZ@!
Commented 18 years ago2006-03-30 03:05:08 UTC in vault item: de_rtblock Comment #11393
Judging from the screenshot, it's incredibly dark. Personally, I don't like dark maps. Having to buy the nightvision goggles is a pain in the arse. Also, your lighting doesn't suit the skybox. Adjust your light_environment to better match the skybox (which looks like a sunset to me).
Commented 18 years ago2006-03-19 05:44:29 UTC in vault item: sk_Sniper Comment #11295
Judging frm the screenshot, it looks like you need to work on your mapping skills a little more. Spend some time on a map and keep asking for critique. :)
Commented 18 years ago2006-03-16 09:07:09 UTC in vault item: Star Wars (map a movie) Comment #11264
Yeah, I noticed that after I noclipped out to have a look around (amazing that I still remember all this, it was over 2 years ago that I had a look).
Commented 18 years ago2006-03-15 22:28:28 UTC in vault item: sol_arena Comment #11248
Clip the windows by the way, I took a, ahem, "leap of faith" straight out of them. :P

And yeah, it was extremly hard to judge.
Commented 18 years ago2006-03-15 09:16:23 UTC in vault item: Star Wars (map a movie) Comment #11230
Yeah, what a hunk of shit.

Seriously though, since I haven't commented, I might as well do so now: extremly well done and executed map which really does capture the essence of Star Wars. I felt the action was a little too far away in the second map, but it was still quite good. A well deserved five stars.
Commented 18 years ago2006-03-15 06:34:16 UTC in vault item: dm_breach Comment #11228
I agree. Although it was an extremly solidly built map, there were areas that definately needed improvement (that lap, particularly). Also, you have some brushwork issues with the window/rock bit. I'd check it carefully if I were you.
Commented 18 years ago2005-11-30 22:08:42 UTC in vault item: aim_black_and_white Comment #10009
It's been done, I assure you. ;)
Commented 18 years ago2005-11-10 03:36:17 UTC in vault item: In-game tutorial Comment #9813
VALVe did the same thing with their example maps for Source, which I found to be quite useful. They can easily show how and what entities are working at a set time.
Commented 18 years ago2005-09-18 08:18:45 UTC in vault item: The Sydney Harbour Bridge Comment #9062
Aussie roads. ;)
This comment was made on an article that has been deleted.
Commented 18 years ago2005-09-17 02:50:09 UTC in vault item: Facility1dh Comment #9046
Ok, I've tested the map out. Overall, not bad, but definately room for improvement.

Good Points:
  • Very faithful to the original map
  • Some neat touches: blowing up lights, the fire alarm
  • Decent weapon placement
Bad Points:
  • Too faithful to the original map. It needs to be given more detail!
  • In the large rooms with the cylinders, you used model textures, which is why they come out in all different colours. Model textures usually have "prop" or similar in their name
  • Some dubious mapping techniques (doors are too large, stairs look a little strange
Overall, you've improved substantially. Also, a suggestion: use a shader on the mirror instead of using the old reflection technique. 2 and a half stars, 3 to round it up. Happy mapping!
Commented 18 years ago2005-09-17 01:21:50 UTC in vault item: de_dolls Comment #9045
I remember this map, nice stuff.
Commented 18 years ago2005-05-11 01:39:57 UTC in vault item: Soup Temple (v2) Comment #7218
Calling me a creep eh? Well, that's one star for you! j/k :P
This comment was made on an article that has been deleted.
Commented 18 years ago2005-05-06 22:43:49 UTC in vault item: Cathedral compo13 Comment #7170
Some notes on yours: I was quite impressed by this map. The brush work was quite nice, as well as the general atmosphere. The lighting was spot on, as well as that spooky choral music, which definatly accentuated the mood. The use of the G-Man (or G-Men) was good too. However, it did need something else to spice it up a little, as it came across as a little boring. Very nice job overall.
Commented 18 years ago2005-05-05 03:17:16 UTC in vault item: HL Dance Comment #7140
You're supposed to press the buttons to make Barney dance.

My little review: Interesting concept ChickenFist, but unfortunately it wasn't executed too smoothly. I like the way you've taken some of the lines from HL and re-recorded them with additions (the Barney at the start), as well as the general "HL" look.
What let it down was the confusing aspect of the task at hand: getting Barney to "dance". You should've had some text come up on the screen giving the user some instructions on how to work it. I found that I couldn't get it to work well at all, and kept dying. The arrows moved too fast for me to press the buttons, and the buttons didn't seem to have an effect. Anywho, once again, interesting concept that was let down by some bugs. Keep on mapping! :)
This comment was made on an article that has been deleted.
Commented 19 years ago2005-04-22 22:34:27 UTC in vault item: ANTI-Skybox Comment #6951
It can increase wpoly: Anything that faces the void won't be rendered. If you've surrounded the map with a skybox (take that first pic for example) the engine will render EVERYTHING inside the box, including the bits the player won't even see. So, in that pic, the engine will render the bottom of the skybox and the back of the rocks walls, adding to the wpoly count.
Commented 19 years ago2005-04-04 19:31:30 UTC in vault item: dm_parking_z Comment #6588
Just assign a smoothing group onto those, whatever they are. :P Or add a -smooth command to the RAD line (I think).
Commented 19 years ago2005-03-30 05:32:55 UTC in vault item: de_bridge Comment #6453
A road block perhaps?
Commented 19 years ago2005-03-25 05:36:17 UTC in vault item: BigLots Comment #6349
Judging by the pic, it looks as if the light has no source. Put in some models.
Commented 19 years ago2005-03-18 02:59:37 UTC in vault item: Motor Blade Trap (HL2) Comment #6280
That's gotta be the worst screenie I've ever seen!
Commented 19 years ago2005-03-05 03:11:45 UTC in vault item: Solutions Comment #6193
A more detailed answer:

Physics props with ragdoll physics skeletons. Have all the properties of physics props and can also use the rigid body ragdoll physics system to have multiple colliding or bending parts. Very expensive to move and render.

Examples: Corpses, multi-piece cardboard boxes, mattresses.
Commented 19 years ago2005-02-01 06:53:56 UTC in vault item: South Beach Comment #5832
Who's spamming these ratings?
Commented 19 years ago2005-01-31 00:08:56 UTC in vault item: Sandfort Comment #5810
Looks nice from the screenie. Pity I don't play CS:S. ;)
This comment was made on an article that has been deleted.
Commented 19 years ago2004-12-13 20:44:58 UTC in vault item: Source - HL2 Signs Comment #5314
Yeah you did Rabid.
Commented 19 years ago2004-12-12 22:27:18 UTC in vault item: Source - HL2 Signs Comment #5302
Correct me if I'm wrong, but I thought you couldn't use the textures on prop models for brushes?
Commented 19 years ago2004-12-12 22:23:20 UTC in vault item: Source - HL2 Signs Comment #5301
Perfect, just what I needed! What a coincedence!
Commented 19 years ago2004-12-05 00:07:15 UTC in vault item: Get walls & ground to touch Comment #5234
Use the '[' key to shrink the grid.
Commented 19 years ago2004-12-04 21:44:08 UTC in vault item: The Sydney Harbour Bridge Comment #5233
Just a note: You can run it in OpenGL, but you need a half-decent GFX card.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-11-30 03:15:48 UTC in vault item: CS Surf Map Pack Comment #5208
I can host if for you if you want. Email me if you want me to: anthony@m0pX.net
Commented 19 years ago2004-11-27 03:47:53 UTC in vault item: ka_bombplant Comment #5177
Token too large on 6 occurs with the old Q(uake) tools, not with no tools. This is what it means:

This can refer to several different errors:

1. The "too many wads" as mentioned above. 8 wads in WC/Hammer is a good limit, more may cause this error among others. If you are using more than 8 wads you can use Wally to combine the extra wads into one custom wad.
2. Too long a path/name for the map or compiling tools. Only a limited amount of memory is set aside for the path/names. Solution is to move the compiling tools or map into a shallow folder.
3. Having a space in a path/name. Examples: frequently Program Files is part of the path name. Compiling tools do not like the space between "program" and "files". Solutions are to either use the MSDOS pathname, or to move the offending files from under the spaced folder, or put quotes " " around the whole path name in WC/Hammer so that windows uses it right. If your map has the space in its name (eg. Bob map), remove the space and change it to (Bobmap).

Get a copy of ZHLT (check the links page) and try it again.
Commented 19 years ago2004-11-16 04:59:55 UTC in vault item: The Sydney Harbour Bridge Comment #5070
My HL broke during the final stages of the project. I couldn't compile without HL restarting my computer. :P
Commented 19 years ago2004-11-07 00:18:55 UTC in vault item: Two Towers Comment #4979
Er, looking at that pic, it looks like he has run RAD.
Commented 19 years ago2004-10-25 06:47:44 UTC in vault item: l1p2 to l1p3 Comment #4729
I'll take a look.
Commented 19 years ago2004-10-14 04:13:33 UTC in vault item: l1p1 (Level 1 Part 1) Comment #4496
If you can't run it in OpenGl or Direct3D, then your graphics card is too crap.
Commented 19 years ago2004-10-14 04:09:08 UTC in vault item: Mini Turrets Comment #4495
Not bad, but since it's so absolutely small with no real point (unless it's supposed to be an example map) it only get's 2 and a half stars from me, which rounds up to 3.
Commented 19 years ago2004-10-14 04:07:55 UTC in vault item: Mini Turrets Comment #4494
This map, at the moment, is probably better suited to be in the "Example Maps" catergory. By the way, the sides of the lights are emitting lights since you've textured them with a texture light.
Commented 19 years ago2004-10-14 03:57:55 UTC in vault item: Complex of Blight Comment #4493
Well mini, I've told you most of it on IRC.

Not a bad map, but not a good one either. The little ship at the start had some weird texture problems. It looked streched in places and was generally too small to fit the size of the player.

The sky texture allows you to see other parts of the map which doesn't look very nice.

The walls lacked detail. The textures themselves were nice (reminded me of Doom for some reason) but the architexture let them down. The constant use of long, twisting hallways wasn't a good idea. You need to add interest to the walls.

The placement of the vent should've been out of sight, so it didn't look too obvious.