Comments

Commented 6 years ago2017-12-17 10:06:37 UTC in vault item: de_Vigo Comment #21148
I don't even know what you were trying to do.
Commented 6 years ago2017-12-17 10:06:01 UTC in vault item: big_city Comment #21147
Not bad for a firsty. You went and used ambience and lighting and seemed to give a good thought to layout. There's the odd issue I'm surprised you didn't try and fix even back then, like the stationary water feature and some odd indoor detailing. But even as is, I could see this being a fun basharound in HLDM.
Commented 6 years ago2017-12-17 10:02:55 UTC in vault item: Crash and stuck Comment #21146
Them's sure are planes. I wonder what you were doing with them.
Commented 6 years ago2017-12-17 10:02:05 UTC in vault item: Roskakyla Comment #21145
Overall, this map is pretty nicely detailed, but there's the odd area which rubs it all the wrong way. Like the garage-y area. It looks like a whole different (much worse) map. The outside is largely pretty good-looking, but it's a shame you weren't more consistent.
Commented 6 years ago2017-12-17 10:00:26 UTC in vault item: cs_deagle2k Comment #21144
Well, you forgot every wad. Either way, I can't condone this kind of room-with-crates-in style of map.
Commented 6 years ago2017-12-17 09:59:35 UTC in vault item: De_Putkisto Comment #21143
This is one hell of a basic map. I wouldn't want to play it, but I'm curious how a four-roomed square map plays.
Commented 6 years ago2017-12-17 09:58:49 UTC in vault item: The Box - Too long compiling Comment #21142
I'd like to see what became of this, but that link no longer works and I doubt anyone is reviving it. Hard to tell quality from this snippet.
Commented 6 years ago2017-12-17 09:58:01 UTC in vault item: de_MikkiHiiri_Rakennustyomaa Comment #21141
I does indeed work fine, but the fullbrightness and rubbish layout make me never want to look at it. Why'd you hide the one good-looking detail in a room you'd never go in?
Commented 6 years ago2017-12-17 09:57:09 UTC in vault item: jax_breakable Comment #21140
I don't know about the fun gameplay part, but crap visuals? That I can get behind.
Commented 6 years ago2017-12-17 09:56:32 UTC in vault item: cs_ties Comment #21139
Nothing much to be said about this. Pretty good if indeed a first map, but nothing outstanding otherwise.
Commented 6 years ago2017-12-17 09:55:47 UTC in vault item: ministeve: The Beginning Comment #21138
It sure is your first ever map! There's definitely a charm about maps like these, where good mapping practices were ignored in favour of getting anything at all to work. And each thing learned felt like a success, so naturally successes were strung together into an impractical series of boxes.
Let's face it. Not a good map. But a flash into every mappers' memory lanes.
Commented 6 years ago2017-12-17 09:52:22 UTC in vault item: Dream1_ver2 Comment #21137
You've made some nice improvements in this version (though the ending doesn't make sense in a different way now). A little more meat to the gameplay, and a few errors fixed up. Still the odd design choice here and there, but much stronger overall.
Commented 6 years ago2017-12-17 09:51:10 UTC in vault item: Dream1 Comment #21136
Some spelling errors right off the bat. This wasn't all that bad, but lacked any real coherence to it. (Which may work as a dream, but doesn't work that well from a gameplay/story perspective.) That ending felt like you gave up, frankly.
Commented 6 years ago2017-12-17 09:49:34 UTC in vault item: Underneath Comment #21135
Interesting concept, but terribly short (unless something broke). Shame it didn't go further with it!
Commented 6 years ago2017-12-17 09:48:52 UTC in vault item: Dizzy_Killbox Comment #21134
I'm not a big fan of this... style.
Commented 6 years ago2017-12-17 09:48:14 UTC in vault item: ctf_fallen Comment #21133
Find your own leaks! Seems like a nice little map if you ever did finish this. Not sure about that underground passage though. Seems a weird spot for a detour.
Commented 6 years ago2017-12-17 09:47:23 UTC in vault item: de_installation Comment #21132
There's some nice structures in this map. One or two glaring brushwork/texturing issues, but on the whole, seems like a solid — if in places a little simple — map.
Commented 6 years ago2017-12-17 09:46:14 UTC in vault item: Temperate Comment #21131
Very little, and very simple. The house isn't too bad, but you could have put a little effort into any other part of the map.
Commented 6 years ago2017-12-17 09:45:30 UTC in vault item: fy_taken Comment #21130
I don't think you should bother.
Commented 6 years ago2017-12-17 09:45:11 UTC in vault item: Pendulum Comment #21129
Straight and to the point. That sure is an example of a func_pendulum. A nice use OF the pendulum, though.
Commented 6 years ago2017-12-17 09:44:20 UTC in vault item: dm_scouting Comment #21128
It's always either filled with boxes or comprised OF boxes with maps like these.
Commented 6 years ago2017-12-17 09:43:19 UTC in vault item: Intake Comment #21127
This seems like a pretty good map. Decently atmospheric, nicely detailed. I'd complain that there's one ambient sound on a loop that is a little too omnipresent (and, after a while, annoying), and it's a shame you resorted to invisible walls in some spots. Still a rather spiffy little map, though.
Commented 6 years ago2017-12-17 09:40:25 UTC in vault item: Leak Comment #21126
Hard to judge this shard of a map, but you give me the ability to rate, then rate I shall.
Commented 6 years ago2017-12-10 05:11:46 UTC in vault item: Star Wars (map a movie) Comment #21123
Pretty damn good work for Goldsource. The action was a little dry, and in general the speed of everything is glacial... but it's still technically impressive. (If this was done in pretty much any other engine, it would not be.)
Commented 6 years ago2017-12-10 05:08:51 UTC in vault item: atrium3 Comment #21122
You have a very, very strange school.
Commented 6 years ago2017-12-10 05:05:21 UTC in vault item: Subway Comment #21121
You almost certainly should be making this for HL, not CS. You're clearly going for a more singleplayer vibe, which CS isn't really suited for. There's the odd issue (disappearing buttons, the train being a bit... weird), but all in all, this could have been okay with some work. And by moving it to HL.
Commented 6 years ago2017-12-10 05:02:45 UTC in vault item: Death_Arena Comment #21120
Fullbright? Check. Map so large you can't see the other end of it? Check. Bad layout? Check.
Commented 6 years ago2017-12-10 05:01:45 UTC in vault item: dm_2fort_vox Comment #21119
A little simple, but not bad for a first map. Keep at it (as you did).
Commented 6 years ago2017-12-10 04:58:27 UTC in vault item: Village Comment #21118
Scale everything way down, then see where you're at. Maybe vary those textures up a little too. Wandering through massive corridors that are all textured the same isn't that interesting.
Commented 6 years ago2017-12-10 04:57:33 UTC in vault item: Cutscene Comment #21117
I'm not sure what exactly this was an example of, other than the concept of using a camera and sequences together. But hey, it was perfectly fine for what it was.
Commented 6 years ago2017-12-10 04:56:38 UTC in vault item: Help? Comment #21116
Goodness. Scale is out the window, not enclosed, player_starts in the ground, textured terribly (a.k.a. not at all), plain bizarre design elements. I'd suggest starting a lot smaller and building up, not the other way around.
Commented 6 years ago2017-12-10 04:54:41 UTC in vault item: Xen Jumping Thingy Comment #21115
Not much to say about this one. Well done on setting it up for folks.
Commented 6 years ago2017-12-10 04:54:04 UTC in vault item: D4rKM4tcH Comment #21114
Pretty unimpressive for a collaboration work! You'd have thought one of you would have noticed some of the glaring issues here. Terrible looking water you can't get out of, ladders without transparency that jut through the floor, breakable objects that you somehow got to not disappear when you broke them. I'm not even going to touch the concept of this map.
Commented 6 years ago2017-12-10 04:51:34 UTC in vault item: Greek Comment #21113
A nice little map you've got going on here! You've made nice details using just default HL textures. Quality improvisation! There's the odd strange choice, like that giant rock pillar, the (frankly pretty good looking) broken pillar path underground that is seemingly unnecessary, and the path leading up above the maps walls. All in all, though, this map had potential. Polished up, could be a goer.
Commented 6 years ago2017-12-10 04:48:49 UTC in vault item: Minimicus Comment #21112
Yup, ol' Minimicus is still a quality little mod. The mapping is perhaps not as globally flawless as I remember it being, but there's still some fantastic entity work and nice details. The concept is still strong, too.
Commented 6 years ago2017-12-10 04:47:22 UTC in vault item: Cidics problem map Comment #21111
This looks alright from a problem-map-rmf perspective. I wonder if you kept it up...
Commented 6 years ago2017-12-10 04:46:07 UTC in vault item: Black Mesa Pre-Disaster Comment #21110
This has first map written all over it. A nice little foray into mapping, but I hope you've improved since then.
Commented 6 years ago2017-12-10 04:44:57 UTC in vault item: Level Change Comment #21109
A nice little example. Level changes can be tricky, so I'm sure this would be helpful to many. My main complaint is how that elevator doesn't line up logically. It breaks a brain.
Commented 6 years ago2017-12-10 04:43:49 UTC in vault item: Triggers Comment #21108
Your example map is a lil' broken, I'm afraid. The scientist takes a step and then nothing happens, despite the entities seemingly being dependent upon his animation. Otherwise, still a decent example of various triggers, as you intended.
Commented 6 years ago2017-12-10 04:42:12 UTC in vault item: Bad Surface Extents (ns_pit for Natural Selection) Comment #21107
Interestingly the map, indeed. This seems like a neat little snippet, though without most of the textures and not knowing anything about Natural Selection, I don't know how valid any of my judgements would be. Looks alright from here, though!
Commented 6 years ago2017-12-10 04:39:59 UTC in vault item: Movie Time Comment #21106
Just a little camera test map you made? Not sure what you were expecting people to get out of this (especially when not including the .bsp).
Commented 6 years ago2017-12-05 06:32:27 UTC in vault item: REE_TARD Comment #21104
This isn't a good map, but at least you know it and you're relishing in it. Times sure have changed, re: that name, eh?
Commented 6 years ago2017-12-05 06:31:08 UTC in vault item: Path Corners Comment #21103
Simple example that I'm sure helped out people looking for those patrol route setups.
Commented 6 years ago2017-12-05 06:30:35 UTC in vault item: Scripting Comment #21102
That exit is more than this example map deserved. Not that that's a bad thing.
Commented 6 years ago2017-12-05 06:30:02 UTC in vault item: Maze Comment #21101
It's not even a good maze.
Commented 6 years ago2017-12-05 06:29:45 UTC in vault item: cs_armistice Comment #21100
Not great. Between a sky brush you can walk into (which does not look good), blocky, bland rooms and no direction, this is either someone's first map, or sure looks like one.
Commented 6 years ago2017-12-05 06:28:23 UTC in vault item: DM Arena Comment #21099
This kind of crazy-coloured random-rubbish map has never really been my style. Given its ramshackle design, it's also hard to rate it alongside more conventional maps.
Commented 6 years ago2017-12-05 04:32:34 UTC in vault item: Exceeded MAX_MAP_PLANES (cti_code_red for Firearms) Comment #21098
This map looked pretty neat, although there's some smaller parts that are truly disgusting. Like those steering wheels. Jesus. I'd like to see this polished up and finished (though for a more standard game mode).
Commented 6 years ago2017-12-05 04:31:04 UTC in vault item: Outhouse Comment #21097
For a first map, this is damn impressive. Almost... too impressive. It looks fairly well-made, but it is far too massive for the three sets of textures you used to fill up well. All the paths are too similar, and getting lost is a breeze. Don't get me wrong, as a first map, it's brilliant... but there's too many flaws for it to stand the test of time.
Commented 6 years ago2017-12-05 04:28:59 UTC in vault item: de_freight ( Rain! ) Comment #21096
There's some well-made parts to this map, and some not-so-well-made parts. The rain, the forklifts, the train and the bombsite all show you were pretty good at what you were doing, but the indoor areas felt bland and uninspired by comparison. There's potential here.