Comments

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Commented 16 years ago2008-03-31 13:28:35 UTC in vault item: 3_awsome_effects Comment #16536
I don't have CS installed. And i can't run it in HL because of missing wads.

Oh well, ill install CS.
Commented 16 years ago2008-03-31 12:31:48 UTC in vault item: 3_awsome_effects Comment #16534
It better to make example maps for the main game (Half-Life), not for a mod.
Commented 16 years ago2008-03-11 10:46:54 UTC in journal: #4937 Comment #54691
Those pipes in the first screenshot look like crap. Their bases that is, where they meet the wall. I suggest you add a trim brush to make it look more realistic.
Commented 16 years ago2008-03-06 11:12:01 UTC in journal: #4920 Comment #49844
Yay. :)
Commented 16 years ago2008-02-22 09:57:00 UTC in vault item: DM_Levitation Comment #16448
So if i understand it right, this is a singleplayer map, yet you named it dm_levetation? So much for causing confusion.

Makes no sense at all, dude.
Commented 16 years ago2008-02-09 10:28:40 UTC in vault item: Stolen Gauss Comment #16359
Good.

Just played your map. And i don't get it. Did you actually playtested this?
As soon as the map starts, im in a glass chamber or something and im getting zapped by some invisible laser and then i die. I can't even move, only look around.

Doesn't sound right to me.
Commented 16 years ago2008-02-08 13:54:28 UTC in vault item: Arrival Comment #16355
Missing rain.wad.

Wadinclude that.
Commented 16 years ago2008-02-08 13:11:07 UTC in vault item: Stolen Gauss Comment #16354
Yup, missing wad.

Wadinclude any custom wad(s) and reupload your map, halflife_genius. Until then, this map goes into the unfinished map vault.
Feel free to move it to finished when you've fixed the missing wad.
Commented 16 years ago2008-02-04 16:20:00 UTC in vault item: dm_titan_r1 Comment #16328
True, the menu ruins the screenshot. Get rid of it and upload a clean screenshot.
Commented 16 years ago2008-01-14 10:19:15 UTC in vault item: de_twhl Comment #16239
Missing czcs_office.wad.
Commented 16 years ago2007-12-25 08:49:20 UTC in vault item: Santa's Revenge 2 (SP Mod) Comment #16165
Hmmm, its nice, but:

- Intro is too long. And when you die in the first room, you have to watch the entire intro all over again. Adding an autosave after the intro would help.

- Second map has very bad performance, it lags and the entire map is rendered. Did you compile with fast vis or something?

- Third map also has bad performance. Then HL crashed and i started all over again. Then HL crashed again on the third map, and i stopped playing.

Fix these issues and you'll get a higher rating.

+ Models, skins, weapons and sounds +++!

+ Mapping. It was decent, but overall very nice. I like the "giant toy soldiers" in the first room. Nicely mapped!

3 of 5 stars for now.
Commented 16 years ago2007-12-25 07:59:21 UTC in vault item: Ren_Test2 Comment #16163
Congrats, this map and RenTest 1 made it into the Mod Section in the Dutch Game Magazine PC Gameplay.

http://www.themightyatom.nl/screenshots/portal_ren_maps.jpg
Commented 16 years ago2007-12-08 12:22:51 UTC in vault item: Remmiz Test Chamber 2 Comment #16090
How the hell can you rate this map even if you haven't played it yet. You don't even know what game this map is for!

God...
Commented 16 years ago2007-11-12 19:08:06 UTC in vault item: Ivy Comment #15962
Mod_NumForName: sprites/wall_puff4.spr not found.
Commented 16 years ago2007-11-12 13:01:10 UTC in vault item: Ivy Comment #15950
Damaged zip file.
Commented 16 years ago2007-11-11 15:53:56 UTC in vault item: Ka_Naglis Comment #15934
Please add a discription or the map will be removed.
Commented 16 years ago2007-10-21 07:23:39 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15838
Thanks. I already have a big update planned, with some extra maps and many bug fixes. But progress is slow... But i will get it finished.
Commented 16 years ago2007-09-29 18:29:31 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15696
HL1.
Commented 16 years ago2007-09-29 14:23:37 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15690
I don't know whats wrong. The zip is fine. Make a forum post, maybe someone else knows the solution.
Commented 16 years ago2007-09-28 16:09:26 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15685
:/

When you open the zip, you see a folder called uplink_ext.
Copy that folder to your Half-Life folder.

MAKE SURE YOU HAVE ENOUGH DISKSPACE.

It doesn't matter where Half-Life itself is installed.
Commented 16 years ago2007-09-28 10:02:49 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15683
Have you actually installed and played a mod successfully before?
Commented 16 years ago2007-09-27 15:57:09 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15679
Perhaps not all files were installed due to insufficient space on drive C. Clear up some space (at least 30/40 mb) then reinstall the mod.
Commented 16 years ago2007-09-27 06:22:50 UTC in vault item: Utopium Comment #15670
That right there, is pretty darn cool! Very Rimrookish!

Great ambience.
Great theme.
No lag on my machine.

If i still had my HL1 server, i would definitely put it on!

Good job.
Commented 16 years ago2007-09-26 07:23:23 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15668
Make sure you extact the files correctly. Check out the readme.txt file for installation instructions.

You should have this in the end:

C:\Program Files\Sierra\Half-Life\uplink_ext
Commented 16 years ago2007-09-22 07:19:42 UTC in vault item: Xen Crystal (HL1 SP Mod) Comment #15656
Im now installing HL1 on my laptop (im not at home) so i can check this out. :)

Edit: HL failed to install on this laptop (dvd drive is dying). But there's always Steam.

Well, what can i say? I hope you're ready for some negative comments, but since this mod is kinda old, i don't think you really care.

- Bland mapping. Every single wall was flat.

- Bad texturing.

- Incorrect use of texture themes

Perhaps more. Oh well. Might as well stop writing this review.
Commented 16 years ago2007-08-26 10:18:17 UTC in vault item: dm_theunknown Comment #15610
Then adjust the brightness.

Open up valve.rad in notepad or something like that, and you'll see stuff this:

TEXTURENAME 255 128 128 8000

Where TEXTURENAME is the name of the texture.
255 128 128 is the color, in RGB (Red Green Blue) format.
The fifth part, 8000, is the brightness.

So you if your map is too dark, find the texturenames in the valve.rad file and enter a higher brightness value.
Commented 16 years ago2007-08-25 09:28:51 UTC in vault item: dm_theunknown Comment #15602
Well its a good first map. :)

Some points of improvement:
  • Use texture lights
  • Turn detail geometry into func_walls, this will decrease compile time and fix ugly shadows.
  • Never have dead ends in your map, always make sure there are two or more exits from a room or hallway.
  • Don't stretch texture to much, this will look ugly. If you're gonna stretch, then stretch both the X and Y axis.
Think thats all. :)
Commented 16 years ago2007-08-24 13:32:35 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15598
Olol.

Uh, i have too many projects going on. :P
Commented 16 years ago2007-08-06 07:55:45 UTC in vault item: Space Shuttle Discovery Launch Comment #15519
Thats fine, but im not going to install Yahoo Messenger just for this. MSN only. Sorry.
Commented 16 years ago2007-07-27 07:52:14 UTC in vault item: Space Shuttle Discovery Launch Comment #15426
Sorry, but im not going to send the rmf to anyone. Basically because im continuing its development for Source, as seen here:

http://www.themightyatom.nl/screenshots/sts_121_1.jpg
http://www.themightyatom.nl/screenshots/sts_121_2.jpg
http://www.themightyatom.nl/screenshots/sts_121_3.jpg
http://www.themightyatom.nl/screenshots/sts_121_4.jpg
http://www.themightyatom.nl/screenshots/sts_121_5.jpg

Maybe we can sort things out. Email me, and show me some of your mapping capabilities.
Commented 16 years ago2007-06-29 07:16:42 UTC in vault item: fy_alqueda_woods Comment #15253
Different name please.
:/
Commented 16 years ago2007-06-27 09:47:20 UTC in vault item: fy_alqueda_woods Comment #15233
Moved to unfinished.

Just kidding. Looks neat, but the walls may need some detailing work. They just look flat.
Commented 16 years ago2007-06-20 04:59:24 UTC in vault item: de_aztecruins Comment #15157
Probably... :P

"...this is about my map not a tutorial..."

Que? You make no sence, kid. ITS A TUTORIAL, TUTORIALS ARE MEANT TO TEACH YOU THINGS, BETTER LIGHTING, FOR EXAMPLE!
Did you actually bother to take a look at those tutorials, or are you just ignoring everything we say?

So here they are again:
Tutorial: Texture Lighting
Tutorial: Environment
Tutorial: Light

Read!
Learn!
Adjust!
Update!
Commented 16 years ago2007-06-20 04:52:58 UTC in vault item: aim_saiva Comment #15156
Diddeman is one of those members that sign up, post their first map, leave and never return.
Commented 16 years ago2007-06-20 04:50:00 UTC in vault item: fy_klobbmap_end Comment #15155
Espen and Playbus: everybody started out like that: blocky, bland maps with guns all over the place. Give the boy a break and help him to make his map fun to be played.

klobb, im moving this to the unfinishd vault. Some tips:
  • add light fixture with texture lights (textures that emit light)
  • add some detail in the walls, like stuts, pillars, stuff like that.
I don't have CSCZ installed, in fact, 90% of TWHL's visitors never play CSCZ, they play CS instead, you may want to convert your map for CS instead...
Commented 16 years ago2007-06-16 14:09:26 UTC in vault item: de_aztecruins Comment #15114
Tutorial: Texture Lighting
Tutorial: Environment
Tutorial: Light

Should be enough to shed some light on your maps.
Commented 16 years ago2007-06-16 10:34:09 UTC in vault item: de_aztecruins Comment #15112
Gosh, learn how to use light entities, light emitting textures and environment lights!
Commented 16 years ago2007-06-14 10:59:52 UTC in vault item: aim_criticalpoint Comment #15106
Are you prowd of what you did?
God...
Commented 16 years ago2007-06-13 05:03:44 UTC in vault item: aim_criticalpoint Comment #15100
DON'T RATE YOUR OWN MAP, Ghetto/Skals! Thats the worst thing to do on TWHL, because everyone will turn against you, if they haven't allready.

Removed your (Skals) comment.
Don't do it again!
Commented 16 years ago2007-05-30 16:58:28 UTC in vault item: labc_dustv2 Comment #15012
And yet again, a fullbright map.
Do something about that.
Commented 16 years ago2007-05-25 11:53:11 UTC in vault item: Under Siege Comment #14983
Func_conveyor.
Commented 16 years ago2007-05-23 04:41:04 UTC in vault item: INceRsiOn level 1 Comment #14973
Its not stretched, its just scaled up a lot.
And Software mode ftl.
Commented 16 years ago2007-05-19 08:12:33 UTC in vault item: de_barren Comment #14943
Good, until then: moved to unfinished (Don't move it back)!

You fixed the sky.
But there are tons of other things you could improve.

Also, i've been working on my mod Uplink Extended for roughly 6-8 months, and it only has 5 maps. Thats what i call effort.
Commented 16 years ago2007-05-18 16:47:49 UTC in vault item: de_barren Comment #14930
Moved.
Read Kaspergs post, all are true, there's a whole lot more you can do to make this map better. Use your imagination.
Commented 16 years ago2007-05-15 08:42:14 UTC in vault item: Core_Xplosion v2 Comment #14878
I don't see any differences, apart from a different vending machine...

- Still the same badly alligned brush and texture work

- FIRE DOOR textures mirrorred.

- Light texture applied to all sides of the light fixtures

- You brushboxed your map. Bad.

Work on these.
Commented 16 years ago2007-05-13 07:51:04 UTC in vault item: gg_forest Comment #14862
Looks fullbright.
Fullbright = Leak/noHLRAD/else = unfinished = moved to Unfinished.
Commented 16 years ago2007-05-12 14:02:21 UTC in vault item: Mini compo 2 no name entry Comment #14851
You used another wad, a custom wad. Wadinclude it!
Commented 16 years ago2007-05-12 06:57:23 UTC in vault item: Mini compo 2 no name entry Comment #14846
Wadinclude the missing wad(s). Your entry will not be judged if its not working!
Commented 16 years ago2007-05-11 12:43:25 UTC in vault item: Minicompo2_IceCavern Comment #14841
AYAY!

//Downloads
Nice, but i do like to point out some issues i didn't really liked:
  • Fullbright textures on the floor. Why? Are they supposed to emit light?
  • Soms lights with no light (or badly textures) fixtures.
  • Cave area is empty. Why not place some Xen monsters eating their diner (dead scientists) and some Xen plant lights, Xen fungus and the like?