Comments

Commented 15 years ago2009-02-16 02:32:17 UTC in vault item: Rooms Coop - Muzz Comment #17291
HOLYSHITFUCK! ^_^ (a well-earned holyshitfuck if i may say so)

++Clean, expertly, and interestingly brushed as HL maps come
++Same for textures...simply perfect, and great utilization of stock HL
++Superbly detailed
+great use of sound and speaker enitites
+Layout is very good, even though you are bruising the definition of "a room" = )
+Lighting is done very nicely and provides good contrast, even if it's a little brighter than i prefer.

Brushwork is clean and flows together smoothly from beginning to end. There are no jagged edges or errors to be found here, simply... flawless. Same goes for the texturing, as i would challenge anyone to find a single, misaligned or out-of-place texture in the entire map. Those emerald trims you use all around are beautiful, and i stared at them with delight throughout the whole map. The rest of the beautiful trims and detail in the rest of the map range from subtle to superb, and i'd probably have to play the map 5 more times and open up the source to not miss anything.

Negatives don't really exist for this map imo, but i'll try really hard to come up with some objective, more useful feedback:

-As said before, this is a lot more than "one room", but you are not the first to break this guideline for the project. The sheer quality of the entry(as in most others in this project) make up for any bending of the rules.

-The "reactor" could be styled. perhaps textured more effectively. It's "look" doesn't seem to match the quality of the rest of the map. Structurally though, i think it's pretty close to perfect, except maybe add some moar tubes and cables coming out of it at key spots.

-The pipes coming out of the reactor have harsh, squarish, 90-degree bends that look unnatural. I know you can make them better because i've seen you do it in the geometry challenges and other maps. = )

-If you ever "revamped" this map, i would consider adding another bank of blacked-out observation windows below the ones on the top floor. There seem to be too much space between the windows and the lower level. Alternatively, you could make the observation windows a lot bigger.

To conclude, this is meticulously well-made map in it's own rite, and another very high-quality map for the rooms coop project. It is going to be soooo hard to pick a winning room for this....

5 stars
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Commented 15 years ago2009-02-13 23:18:11 UTC in journal: #5631 Comment #47292
tell the mother that you are obligated to report her to the child welfare agency and she shouldn't have had all those embryos implanted and her mouth looks like the joker from batman, and lupus....
Commented 15 years ago2009-02-13 21:35:40 UTC in vault item: Dead Lab Comment #17286
Pretty neat stuff.

++Decent, interesting architecture, if a tad on the blocky side in spots
++Good use of original textures, if scaled a little high imo.
++very low r_speeds
+interesting, well designed layout(as much as i can tell without playing)
+sounds? I couldn't hear any but i'm having soundcard issues.

Good stuff, and i can't really think any negatives besides the small issues i mentioned.

Really solid, nice stuff.
5 stars
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Commented 15 years ago2009-02-11 20:43:12 UTC in vault item: Newton's Entry for Rooms: Source! Comment #17284
I don't have a lot of experience in source maps, but this is pretty neat afaik.

the first room is full of neat prop models, and the room itself is pretty cool. there are also some neat gadgets in the room. Is there a way to get by the forcefield thingie? (I notice you can gravgun crates into it, but not enter it yourself.

the second room is really cool. I never played episode one or two, but i'm assuming this entity setup was from one of them. It's sweet how you can "pull" those spheres from the energy streams using the grav gun..

Anyway like i said, i'm a source newb so you'll have to look to the others for real feedback you can use, but i liked your rooms!
= )
Commented 15 years ago2009-02-10 17:27:19 UTC in journal: #5628 Comment #47277
Yeah most doctors seem to be pretty impersonal when delivering bad news, but i guess it's better that way so you can do your job. I could never do it...
Commented 15 years ago2009-02-08 21:07:06 UTC in journal: #5626 Comment #60187
ya but the thumbs should expand to full-sized pics. Hard to really see anything with those......
Commented 15 years ago2009-02-07 12:45:51 UTC in vault item: Lower Vortiville Comment #17282
K i know this compo is long past, but i'll leave you some comments anyway, since it just played the level.

The textures and architecture are very simple. I can see from the screenshots this is how the original game was, but i think it would be ok if you took liberties with the original design, to make it more interesting to the player... it's just too blocky and boring.

I would make the "coin" thingies 3-dimensional objects... they just look too weird as 2D in a 3D world. Same with the invisible clips, i understand why you do it to simulate the 2D environment, but i don't think it works well.

I was going to make a 2d metroid mod similar to what you're doing here, but i ran into many of the issues you're running into here.

The sounds for picking up the coins are cool. I would add some game music in the background too(was there background music in the original?).

The scoring counter and the minimap at the beginning are neat things, and nicely done.

This might actually work better as Flat-Life Game for Chickenfist's mod! = )
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Commented 15 years ago2009-02-03 14:55:06 UTC in journal: #5623 Comment #44346
snow boobs need to be A LOT bigger... don't forget to add the big penis habboi i know how you roll... = )
Commented 15 years ago2009-02-02 18:26:03 UTC in journal: #5619 Comment #40919
look up your model number at notebookreview.com

2 weeks after my computer came out, i found a thread for my model number--gateway p-7811--that contained all the xp32 drivers! = )
Commented 15 years ago2009-02-02 17:01:50 UTC in journal: #5619 Comment #40918
aww sorry you're right. I actually found some people that got it to San Andreas to work on their x64 too but i haven't been able to make it happen..

(

I'm still downgrading to xp as soon as i get around to imaging my drive...
Commented 15 years ago2009-02-02 16:48:27 UTC in journal: #5619 Comment #40917
lul windows 7 is out you are beta tester?
Commented 15 years ago2009-02-02 16:05:45 UTC in journal: #5619 Comment #40916
Rim, do a seperate journal showcasing your laptop i want to see too1 = )
Commented 15 years ago2009-02-02 16:04:18 UTC in journal: #5619 Comment #40915
Anyone who says vista doesn't blow is wrong. reasons why vista blows:

Vista is too stupid to remember my folder view settings. Hell, i would make my settings for EVERY folder the same if vista would let me: NAME>TYPE>DATE MODIFIED, but apparently, this is too much for it to handle and there is no permanent fix. (xp was smart enough to remember my folder settings i don't get it)

Vista is a horrible system hog that brings nothing new to the table that i even remotely care about.

When i "mute all" some of my applications still spit out sound even though everything is supposed to be muted. The idea of having seperate volumes for each application is cool, and it actually would be cool if it worked right.

There are other reasons why vista sucks but i just can't think of any atm.

Some games/apps that don't work for me (windows home premium x64)
battlefield2142 doens't work
gta san andreas doens't work
virtual drive doesn't work
avs video converter doesn't work
lots of other games/apps STILL don't work. I should keep a log.
Commented 15 years ago2009-02-01 11:22:06 UTC in journal: #5615 Comment #55617
I'M DOING SCIENCE!! = )
Commented 15 years ago2009-01-31 23:18:31 UTC in journal: #5615 Comment #55616
Haha Muzz that is awesome! = )

yeah i should have got the portal one... Just to let the world know in case they were wondering that I AM A GEEK. My uncle saw my Aperture Labs wallpaper and asked me what it was.. He thought i worked there, lol... (I wish! well, wait...)

)

Commented 15 years ago2009-01-30 05:04:12 UTC in vault item: Map a room: SpaG's room Comment #17262
Beautiful Stuff SpaG! = )

Superb General mapping in every area i can think of, and more of the size of room i was expecting/hoping people would make. = )

I love the crisp contrast of the lighting and the toggleable floods. The level of detail is excellent and rarely seen in HL maps. You made great use of the original textures plus a couple others, only except for the crates; i mean, they look fine, but a custom texture for the crates would have made it real hard for me to tell if this was a source or goldsource map.. = )

My only other comment is i whish that switch did something... I kept jumping on it trying to make it work! ;)

Superb entry, 5 from me.
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Commented 15 years ago2009-01-29 08:08:47 UTC in vault item: compo26_darktree Comment #17259
First thing i want to mention is i played this map stone sober, and could only find the first pyramid, and after awhile i just gave up. then, upon coming home one night all fucked up i found like the first 5 right away! GO FIGURE = )

Things i liked:

+music
+some nice structures and the pirtate guy was lolz.
+some of the effects like the pyramids and some of the contraptions
+mostly nicely textured
+a neat "feel" to the area

-i couldn't get any farther than the puzzle where you have to hit the button and run to the trap doors. I tried like 10 times and then tried 10 more times with hax, but i still couldn't get it. this is the point i gave up.

-at first i didn't like the fact that one pyramid would not show until the preceding one was located, and even then you have to be a minimum distance away to see it in the first place... then i thought those aspects were sorta fun i guess.

-Mad because i couldn't get past the trapdoor pyramid and see the other neat setups.

If you were to do this again i would consider using HLife_hotdog's "hint" system. that way you can choose whether or not you want a hint, and you can still complete the game if you get stuck on the puzzle.

Anyway, nice entry man!
Commented 15 years ago2009-01-29 08:07:22 UTC in vault item: cooproom_hlife_hotdog Comment #17258
Whoa this is really pretty amazazing, even if you've abussed the definition of "a room" a bit1 ;)

++concept, even in all it's symmetry is spectacularlly pulled-off.
++Great textures
++superb brushing
+lighting pretty good.
+great use of transparent textueres for the foliage
+good use of ambient sounds
+some neat use of rendering properties for effects
+neat use of sprites for fake hdr

-symertricalnish nature leads to repativeness, in the hallways and especially in the "holding tanks".
-would have liked to seen some animal things in the holding areas, or some kind of movement/interatcion. a neat thing too would have been to make those panels attached interactive, lik in the aliens movie, where pressing a plunger "gasses" the aliens.

All things considered, a really great display of overall mapping, and i was truly shocked by the level of quality and the quickness of which you completed your "room".

5 stars for superb work in all areas. pwn.
Commented 15 years ago2009-01-29 08:06:38 UTC in vault item: rooms_basement Comment #17257
well there isn't so much to talk about, and because i is source noob too, i'm afraid my i don't really have any great suggestions.

I like the room small as it is, and how it "flows" i guess. Theres a bit of eye candy with the nice detailed duct work (or are thosee models?) and the ligt fixtures and fenced-in area. I don't like the cords going from light to light tho, i think metal conduit would look better, or if the wires were thinner and rounder they would look more realistic.

The smallness of the room is nice for that gun that shoots the bouncy, charged particles all over, as it bounces 100 times before it fizzles out... if you can get it in between the nook of the propane tank and the wall it does quite a neat light show for you = )

Lighting was a tad too bright imo for a room like that. a service area where no routine work is done would be very minimally lit in most cases.

Anyway, i like the map, sorry for the over-analysis, but maybe something will be helpful? i rate 5 for entering the source coop while so many other people sit on the sidelines....(i swear how many people here actually map?! = )
Commented 15 years ago2009-01-28 02:00:31 UTC in journal: #5609 Comment #40902
It sounds really sweet Rimrook! An internship with some class and distinction it sounds like, and it sounds like you "wow'd" them pretty good with your resume. Excellent! = )
Commented 15 years ago2009-01-26 03:09:25 UTC in vault item: Rooms: Tantive IV Comment #17251
Hey thanks again for joining the project again and i really like your map and the star wars theme! = )

Your map has some very carefully designed and very pretty architecture likthe column trims, those cool looming ceiling structures, and everything comes together nicely at the big cockpit area--which is also done REALLY well. (there are also no brushwork errors.) Brushing and strong attention to detail are the strongest points of this map. That said i think there is a lot of room for improvement in the other areas.

I know you mentioned you were tired when you made it so i'll be brief; you probably already know all the suggestions i will make:

-lighting is super-bleh. i would try a very very light blue and have some nice contrast areas of light and dark on the edges of the bridge, with bright lights at the doors, middle bridge, and cockpit. (that's what i would do)
-no sounds. Starwars was known as a franchise to have amazing sound work and effects. not using those sounds--ripped from battlefront, the movies, or any number of spinoffs--, would be a crime to humanity! = )
-texturing is very bleh/generic but i'm sure you are aware of this.
-add sprites and animated textures to the consoles and computers to make them stand out the way they should...
-those big, blocky "fifties-style" computers in the center of the bridge area really detract form the pretty trims and detail on the walls and up on the ceiling. I would modify or eliminate them altogether. (even in the screenshot those blocky things are covering up all your nice stuff, which to say the least the screenshot does not do the map justice.)

I know i had more concerns but i'm tired and can't think straight anymore. Just wanted you to know i really like this map but i hope you continue to work on it... it could be SO much better! = )

5 stars for pwn starwars and pwn brushwork. win.
*****
Commented 15 years ago2009-01-24 03:15:17 UTC in vault item: Riverpool Comment #17245
Ok i have time to give a proper review...

This map blew me away from the screenie and the actual map was even better than i imagined. I was really like "holy shit" and "fuck" walking through the map...simply sexelent.

++Rimrook Textures never disappoint = )
+Superb brushwork, if not a bit thick or blocky on some trims and pillars imo.
+custom sky
+Lighinng
+Neat fake HDR if not a little overdone
++Rimrook Models. Though the sexy gir's face was a little man-ish imo! = )
++excellent use of transparent textures for the trees
++excellent use of sounds

The only other comment i can think of atm is i felt as if the map in general felt like it was scaled a little too big. I think if you shrunk everything by 1/3 or a little less it would be even better.

Oh btw i did notice some disappearing brushes in the river in places, and i think srry mentioned that the "max viewable distance" could be increased, since some stuff disappears if in a few parts of the map.

Simply superb work. 5 all the way...
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Commented 15 years ago2009-01-24 02:04:57 UTC in journal: #5591 Comment #40869
WOW! they said very nice things about the map and talked about it for a while, but i don't think they mentioned your name once! = (

Oh and thanks btw for making me aware of podcast17 it's pretty cool! =>
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Commented 15 years ago2009-01-22 16:12:15 UTC in journal: #5599 Comment #47230
OBAMA IS SUPREME CHANCELLOR OF THE ANTI-LULZ
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Commented 15 years ago2009-01-22 06:35:48 UTC in journal: #5589 Comment #39517
chocolate sauce
hydrogen peroxide 30%
Nitric Acid
Sulfuric Acid
new england clam chowder (the white)
whiskey - dehydrated - cubes

fuck i can't think of one good one awww.
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Commented 15 years ago2009-01-21 19:52:35 UTC in journal: #5598 Comment #40877
That's my starting point as well.
Yeah me too, my rooms:source map will be my first complete source project. And yes good luck to us source noobs! = )

I feel like i'm wasting my time still mapping for goldsource, but it's so much fun, it's so easy, and i'm so familiar with it, i don't think i'll ever quit it completely = )
Commented 15 years ago2009-01-20 01:01:52 UTC in journal: #5591 Comment #40868
HOLYSHITFUCK LOL! :P
but if you sit there and complain about the minor details of negative points,
Yeah i've noticed in a lot of maps here people are overly negative and petty about even the best maps sometimes, but like strideh said i didn't really notice any comments like that for riverpool. And like you and WCD said, if you constantly put out amazing work, expect the judging to be a litte harder too.

I know i tend to overrate maps a bit, but it fucking kills me when some assholes take a map as good as this and give it 3 stars(which i've seen a lot on this site). especially people downrating maps who don't even map themselves!!...just makes me want to hurt them...

Keep up the good work, you're an inspiration to us all. = )
Commented 15 years ago2009-01-18 04:35:38 UTC in journal: #5582 Comment #35140
won't run for me x64 vista aw aww
Commented 15 years ago2009-01-17 10:54:09 UTC in journal: #5579 Comment #58975
Hi!
Commented 15 years ago2009-01-17 10:52:21 UTC in journal: #5580 Comment #39935
ImageShack fails.
Commented 15 years ago2009-01-17 10:48:04 UTC in journal: #5584 Comment #47209
I think it could be the AIDS... = /
Commented 15 years ago2009-01-17 10:46:00 UTC in journal: #5583 Comment #47198
Give baby sandwich and call me in the morning.
Commented 15 years ago2009-01-17 09:34:43 UTC in journal: #5585 Comment #55609
hahahah aweslome = ))
Commented 15 years ago2009-01-17 08:51:49 UTC in vault item: MarbleFountain Comment #17238
Wow! = )

This is a really cool map fulled with inspiration, careful work and some neat innovation. There is some great detail work in the stone pillars and temples, the windows, and other areas. The fountain is amazingly cool too btw! = 0 (not that it can't use some tweaking tho!)

That said, this map has tons of room for improvement in terms of performance, texturing, Basic style, and some tweaking of that neat fountain. (i have not commented on any of the other rooms maps, but i feel with a little bit more work on your part you could turn this from a good map to a great map! = )

Performance:
Your textures are scaled down to .50 on an enormous portion of the map. While this makes the texture look better it DRASTICALLY increases compile time and r_speeds (wpoly). Scale your textures up (especially the ones spanning the whole room) to 1.00 at least(on huge, wide-open rooms like this, it is normal to scale up to 2.0 or more sometimes to make manageable fps). If you don't like the way they look then change the texture to something more appropiate. this leads directiy to my next criticism...

Texturing:
Many if not most of the texture choices are just plain horrible. That "granite" texture throughout the whole map is completely wrong, and should be replaces with something different. Some of the marble and other textues look fine, but changing this would DRAMATICALLY improve the look/feel of this room.

Basic Style:
You have great detail in the map as previously mentioned, however the MAIN STRUCTURE of the room and the main hallways are very cubistic and are basically just boxes with no trims or indentations at all. This looks completely unnatural and boring.

Fountain and Waterfall:
The fountain is an awesome idea, and with a little more work it could be amazing. For one thing i would add more sprites at the base and throughout all the "streams" of the fountain. Next, i would play with "render mode" and the opacity properties to make the "streams" more noticable--they are nearly transparent now and don't look like water.

As for the waterfall, i think it would look a lot better if you totally removed the area underneath it--an intriguing idea jsut the same--and just make rock or even steps underneath it. Also, add some sprites at where the bottom of the waterfall meets the pool to simulate mist.

Well that's all i got. Like i said i don't want to tell you or anyone how to make their map, but i really think you could drastically improve this with a little more work! Welcome to TWHL and thanks for joining the rooms project!
Commented 15 years ago2009-01-17 08:12:38 UTC in journal: #5585 Comment #55608
hahahah sweet i'll start loggin mine = )
Commented 15 years ago2009-01-15 10:13:23 UTC in journal: #5565 Comment #51764
Chickey-China the Chinese...oh wait that's Japanese not chinese... aww

(

Commented 15 years ago2009-01-14 05:41:35 UTC in journal: #5571 Comment #55601
Awwww.
Commented 15 years ago2009-01-14 03:32:44 UTC in journal: #5571 Comment #55600
I copied hunty who copied you. If it was a futurama Zoidberg penis, possibly might be worth the permaban... =/ ...srry almost joined last time but failed. I blame sleep deprivation and PADS and inevitably Zoidberg.

Fin'

editX25 (i think it's bedtime)
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Commented 15 years ago2009-01-13 00:05:58 UTC in news: Top Maps Cleanup Comment #98936
woohoo about time. i'll try to dive in and take a look if i get some time inbetween compiling maps for both rooms projects...
Commented 15 years ago2009-01-12 17:59:38 UTC in vault item: aim_multiplearenas1 Comment #17227
doesn't matter if the map is rated 141 times @ 5 stars like this one:

http://twhl.co.za/vault.php?map=264
Commented 15 years ago2009-01-12 05:05:14 UTC in journal: #5561 Comment #40857
Looks great! How long does it take to skin something like that?
Commented 15 years ago2009-01-12 05:03:43 UTC in journal: #5565 Comment #51763
Maybe has MSG which supposedly makes things taste yummier.
Commented 15 years ago2009-01-12 05:02:34 UTC in journal: #5564 Comment #39508
Aw Awwwww. ;'( ''
Commented 15 years ago2009-01-12 05:01:23 UTC in journal: #5562 Comment #49923
No.

Okey i really don't get it your saying a 3d engine integer-based engine would be better/produce less errors than one with a float system? like you could never make off-grid geometry? (oh is this the kernel of all the lulz?)