Comments

Commented 17 years ago2006-11-21 07:49:56 UTC in vault item: dm_tunnelroad Comment #13506
ERm, forgot to say, but I like big maps =)
Commented 17 years ago2006-11-21 07:49:39 UTC in vault item: dm_tunnelroad Comment #13505
Looks pretty good on the screen. Can you please get some more screens, as I don't often get to play a PC with HL2DM?

Anyways, pretty realistic and detailed. Man, that "Sovjet 70-s" look on HL2 makes me somewhat nostalgic! I'm from Ukraine, but live in Norway over 4 years now. Man, this pic wakes my memories! Rating removed by admin
Commented 17 years ago2006-11-21 07:46:47 UTC in vault item: de_aztec_cob Comment #13504
Pretty descriptive...erm...description.

Another aztec remake? And what does cob stay for?

I like that you included some volumetric light in the map, but I suggest that you try to use the vertex tool a bit moer. The map right now looks just too blocky.
Commented 17 years ago2006-11-20 09:06:27 UTC in vault item: Fy_Glasshouse Comment #13486
@rowleybob: thanks for your comments!

A few things to note:

1. I reccently instaled a new graphic card (Radeon x1900rx), so I got hardware confict and had to reinstall Windows, effectively erasing Steam and my unfinished map wih it. However, I remembered, that lucky me had copied the map to my USB device, so it's not as complete (no spawn points and such), but definitely just a few hours worth of work to do to restore it to this submitted piece of work.

2. Volumetric light...ahhh yes...I intended originally to do just like you said. However, it became EXTREMELY ugly. You see, all these thin brushes somehow become visible from side. It looks more like a hollow box from side, than normal illusionary light. Unless one can create brushes with 0-unit width, there's no way to fix it. The edges simply are visible through the transparent brushes. Also, you might have noticed, just on the down edge of my brushes, there is a tiny yellow line, where "fade" goes to "black". No idea how to fix it. Also, what do you mean to "align properly"? The lights on the CT base are pointing right down, so the volumetric light should point down as well.

3. FY_. No idea what to name it. Any suggestions? I can of course redo it for HLDM, but I don't fancy that game. Or maybe Sven Co-op, which I simply adore right now? Anyway, there exist some maps like mine, with a single goal of eliminating the opposing team, and at same time ability to buy weapons.

4. Glass. AH, GLASS! yes, I love glass. The stairs are made transparent for a reason. They can be broken as well, so it spices up the gameplay a bit. Although you need 10 secondary knife hits to break it, or a full round of M4A1 (or whatever). Also, I think I'll make the mid-glasses (those extra-hardy and little-trasparent) even hardier, and not transparent at all. My intention is that both teams should hae to climb to the highest floor to be able to actually fight.

5. The "caverns". Do you refer to the entrances from both the T and CT bases? Yes, I don't like them much either, but that's as far as I can go. Without a displacement tool like the one in Source, it's a little I can do without SERIOUS vertex manipulation.

6. You might have noticed, that the map features a huge fan and 2 side-rooms, in which some machinery seems to be standing. This was just to add a bit of spice to the map. The fan is strong enough to blow you up again if you fall out of the topmost floor (without jumping). And the machinery in the side-rooms gives off an industrial ambience sound when the fan is online. Just to spice the map a bit =).