Comments

Commented 15 years ago2008-11-13 20:01:31 UTC in vault item: Striker's Compo Comment #9571
kay i just renamed a random wad submerged.wad.

HL crapped on me when i got to the ichyasaur(the water fish guy?) i had to ctrl-alt-delete and task manager to get out lawl. = P

Detail and mapping looked really cool up until then. i liked the punchy game_texts too ; )

try to make your stuff as stable as possible or some people will avoid your work altogether, no matter how good the mapping is... i give it a 5 for superb general mapping up until the crash point = )

* * * * *
Commented 15 years ago2008-11-13 19:43:29 UTC in vault item: Striker's Compo Comment #9570
says missing submerged.wad? (i didn't notice anyone else mention the problem is it me?)
Commented 15 years ago2008-10-30 03:06:50 UTC in wiki page: Tutorial: Physics in Source Comment #100732
how do you, or can you make func_physbox pickupable?
Commented 15 years ago2008-10-29 18:10:33 UTC in vault item: cs_awesome Comment #17094
This looks superb Potatis! (if not still a bit betaISH)

+Nice use of textures, even the yellow building with the orighinal HL textures... they would work better if you had a sign out front to tell you what type of buuilding it was (i also couldn't gain access to the building)
+Nice-looking layout, tho i did not playtest and i have trouble with layouts myself, so i pause to advise about them.
+Some really superb small detailing like the curbs, parking stripes, signs, furniture, etc that most mappers neglect on a regular basis. i LOL'd at the bicycle and the forklift... 'tis Good.

It looks like you mapped this from a real place considering the attention to details (am i right?). the whole map could use a more homogenized, constant theme imo, or in other words the map should be congruently textured and detailed to the same level of quality and proportion...for example:

if you put trims on the top of the roof of one building, put a trim on the tops of all the buildings. make them look like they all belong together.

Notes:
-i couldn't scale the red pipe: is it supposed to be a ladder?
-i couldn't access any other than the brown building... albeit i didn't have much time to spend playing and my noclip wasn't working fsr so i couldn't cheat to find the route.

I'm not a big cs mapper, so it's hard to give other than this generic mapping advice, but it looks like a great beta to me, suprislingy promising: kudos.

= )
Commented 15 years ago2008-10-10 17:50:26 UTC in journal: #5400 Comment #35132
Pretty fun. I love the portal game by Armor games too.
Commented 15 years ago2008-09-25 19:58:04 UTC in journal: #5378 Comment #33411
it could be deader.

anyway your avatar is pimp = )
Commented 15 years ago2008-09-12 21:28:56 UTC in journal: #5323 Comment #56172
lol you "reborned" the earth very cute. Is the gif animator free? (not that i have the patience to make animations lolz)

Pretty funny anyways. = )
Commented 15 years ago2008-09-12 19:34:00 UTC in vault item: Battleschool Comment #16830
Looks really neat! i'll try to get to this soon and playtest = )
Commented 15 years ago2008-09-12 19:31:45 UTC in vault item: TheCore Comment #16829
looks neat. I'm rather busy now but i'll try to get to looking at it soon! = )
This comment was made on an article that has been deleted.
Commented 15 years ago2008-08-12 17:54:43 UTC in vault item: Edge of Death - Series 1 Comment #12290
I like it!

I must admit most SP games are boring and tedious to me, but this one was alright. I liked the idea of having the crates to move to shield yourself from the turrets(reminded me of portal sort of), but i think you could have implemented it a little more creatively and/or made it a touch more difficult. Gameplay was fine, not too hard, not too easy, not too boring.

The hallways which were the main structue of the map were nicely structured and texttured, but their use was a bit too repetative imo. I understand about keeping a common theme, but you can do that without reproducing too much of the same stuff.

Excellent cutscenes. Nicely implemented and aptly timed. The cutscenes and intro were probably my most favorite part of the map, second being the crates/turrets scenario.

I think this is a great start with good potential, (i agree with Hotdog on many points) but i think it's still worth 5 stars for a good deal of work and time put into it.

Nice maps! = )
5 stars
Commented 15 years ago2008-08-12 17:26:08 UTC in vault item: Escape The Future Comment #12291
Missing pl.wad.

if a map doesn not have the required wads, it is NOT "Completed". (feeling mean today) pl.wad isn't even for regular textures, isn't it for sprays?!

Seriously though, wadinclude your non-standard textures, it's not hard.
Commented 15 years ago2008-08-10 13:41:10 UTC in news: New Moderator! Comment #98705
Twister stole my Yoshi!
Commented 15 years ago2008-08-10 13:30:03 UTC in vault item: Freeman Survival Comment #12302
Constuction of the map is fine, even pretty nice the way you did the blast door spawning chambers... interesting and original.

I kept dying before the weapons lockers would open and it was unclear to me if they were timed to open or set off by a trigger. The scale of the weapons locker was a little big imo, but still neatly done and a neat idea.

It's a neat concept but needs refining imo. you could even have different levels of difficulty, like the first level only has headcrabs, and the weapons locker opens fairly quickly, and the following levels get harder (with more enemies and harder--also better weapons--enemies and more delay on the locker opening), but keep in mind you still mustn't make it TOO hard or people will just give up.

Nice first map! = )
Commented 15 years ago2008-08-10 13:17:40 UTC in vault item: Deagle_Nightyard Comment #12304
K got the download to work! = )

A pretty neat map with some up and down points.

Errorless and clean, the layout seems pretty good for a map of this type. I like how you do the auto reequip for the deagle ammo so you can go balls out without worrying about running out. Those little lights everywhere are nice from a style perspective and they have a nice haze to them--sprite or just the lighting?--, and give the map a nice ambience. Architecture is pretty standard, not bad but pretty plain except you had some interestingly-shaped doorways in the middle part.

The only dislike i can think of for right now is while that hallway texture is nice, it's highly repetative imo. I mean it's pretty much the only texture besides the roof, crate, light, and floor texture. Still looks nice, i just think the upper level and other things should have been a little different.

I'm going three stars, not because there is really anything wrong, there just isn't a lot to these types of maps, and they have to be extra nice to get a 4 or above rating imo.

***
Commented 15 years ago2008-08-05 10:49:02 UTC in news: New Moderator! Comment #98698
Try Twister now! (If you don't like it Penguinboy will pay you money)
Commented 15 years ago2008-08-05 09:55:19 UTC in journal: #5224 Comment #39842
1. Canada isn't a real country. (you'd in reality be moving from the US to the Northern Territories of the US...) : D

2. Some US states do pay for your education (California public Colleges are free and Florida pays your way if you get decent grades... or so i've heard) and/or give you very low interest loans (federal and state) for school.

If you're poor in many states, you get grants (not loans) for Full Education costs + Room & Board.

3. The Netherlands sounds like a cool place to go; you just have to learn Dutch and ask Pepper if he has a spare room to rent. = )

edit x26
Commented 15 years ago2008-08-03 18:08:42 UTC in vault item: gg_battlecreek Comment #9654
ok.

it's been a long time since i played that halo map, but i'm pretty sure the originals weren't as blocky as yours. By "blocky", i mean things are overly square and cubistic when they should have beveled edges or a more sophisticated design.

An easy place to start is to do trims or molding around building bottoms and edges and hallways, add bevels to plain corners to make them look more organic.

Where i would start is to take some screenshots from the original game (which i'm sure you did) and make things more like the shots. if indeed the original map is THAT blocky, then you've done your job already of recreating the original level, but you could always add to it to make it BETTER than the original.

Ambience. I can't remember if you had sounds or music in your map, but definitely add some if you don't. a slow gurgling sound for the creek, a misting sound where the falls drop into the creek, and maybe some computer/machinery hums and warbles inside the bases.

that's all i can think of for now. if you redo them map, pm me and i'll happily playtest it for you.

cheers,
captain terror
Commented 15 years ago2008-08-03 18:01:29 UTC in vault item: de_cakemania Comment #12328
mapvault mods:

If a mod sees this please change my rating to 4 stars rather than 3. Despite the shortfalls, quite a bit of work went into this map (compared to another map i just rated) and it deserves 4 for the amount of effort alone that went into it)

= )

Done -Oskar
Commented 15 years ago2008-08-03 17:35:42 UTC in vault item: awp_map-pro_cz Comment #16760
Thanks for the wadincluding! = )

All in all a very nice awp map. I haven't played cs in a long time, but this reminds me of scout-knives for the awp. Geometry and lighting is nice. Layout is pretty cool with interesting stairways and hallways leading to bunkers below, at and above ground level. detailing is pretty good for one of these maps.

Since i don't play these, i really don't know how to guess at how the gameplay would be. It's a clean map with some nice work put into it though, but i wansn't blown away by anything, so i guess i'll go 4 stars.

I'm not even sure what to recommend for a map like this, since above-all the gameplay would be most important. I guess you could add fancier textures, and detail items as your wpolys will allow, and some sounds too as long as it doens't make the gameplay too buggy.

Anyway, pretty nice map, hope to see more from you in the future! = )
Commented 15 years ago2008-08-03 16:17:32 UTC in news: New Moderator! Comment #98692
WOW TWISTER IS SWEET
Commented 15 years ago2008-07-31 03:09:48 UTC in news: New Tutorial Abound! Comment #98689
I totally want to start modeling again, and i will totally check this out when i do so. Thanks so much Rimrook for all your work making modeling more bearable. = )
Commented 15 years ago2008-07-31 02:20:39 UTC in vault item: de_cakemania Comment #16756
wow lol! = )

There's a lot of impressive things about this map, but a lot that could be improved.

I like how huge the map is and it's a very original and how the r_speeds are amazingly low considering the wide-openness of the map, and use of lots of cylinders (which usually bump speeds up). I guess you achieved this partially by bumping up the texture scales?

If you implemented your custom textures (which were hilarious btw) better, and made a lot of the structures not so blocky/edgey, this map could look so much more pimp. some candylandish type music would be great to, as well as some tooninsh ambients here and there.

Anyway, it's a nice map! good work = )

p.s. - you should include those cz models as many people don't play or have it, and most people aren't going to bother hunting for models or renaming them.
This comment was made on an article that has been deleted.
Commented 15 years ago2008-07-31 00:58:47 UTC in news: New Moderator! Comment #98688
WHAT IS TWISTER
Commented 15 years ago2008-07-29 18:16:03 UTC in news: New Tutorial Abound! Comment #98672
Yay for Rimrook! = )
Commented 15 years ago2008-07-29 05:22:03 UTC in vault item: gg_battlecreek Comment #12340
whoa amazing work for 3 days only and one of your first maps!

The likeness is pretty damn good, good enough i keep looking over my sholder for my friend ian to pwn me with the sniper rifle. = )

I was going to quibble about detail, custom textures, and some blockiness, but i take it all back considering the aforementioned conditions.

Bravo for a very very good beginner map done in record timing! = )
Commented 15 years ago2008-07-28 13:15:32 UTC in journal: #5215 Comment #40727
: O

Are you absolutely serious you did these!?1

They're all great! I think you might be wasting your time with mapping, because you are amazingly talented at making cartoons! Did you do all the writing and music too?! LUVED IT ALL!

I lol'd and lol'd and enjoyed immensely! I can't stress enough how impressed i am with these, and i totally just stole your cartoons with my flv maker... :badass:
Commented 15 years ago2008-07-27 14:50:43 UTC in vault item: Usp_Greenyard Comment #16798
Nice clean design, no errors, and perfect for what it is. I like the design, the railings up top remind me of navy ship railings for some reason, and the whole map is very sleek/angular in parts like a modern naval vessel i guess.

I didn't check the r_speeds but i'm sure they're fine.

Possible suggestions:

-add sound (it can never hurt unless it's really annoying/repetative
-add more detail/props if you have room in your wpoly budget.
-can't think of anything else! = )
Commented 15 years ago2008-07-26 14:40:52 UTC in news: TWHL is Shutting Down Comment #98652
MONEY IN THE BANK! = p

I wonder how much Snark Pit is worth <checking>
Commented 15 years ago2008-07-26 14:30:15 UTC in vault item: 1214 (for Flat-Life) Comment #16796
Haha do a barrel roll! = P (i haven't herd that in a while)

I thought i was having major performance issues (seeing hom on the whole right side of the map, and then i bothered to read the readme and i see this is for HL2d!

So even noclipping/godmoding through the levels in normal Half-Life, let me say these maps contains a confluence of detail, doodads, various effects and creativity to a level that i rarely ever see. (See definition: Wow Factor.)

If you ever make a normal map version of this, that could be amazing. Those stasis chamebers, the cogs and machinery, the HL2-style tv screens, textures, just everything was top notch, even playing it in the wrong damn mod like i did! = O

5 stars, period.

(i'll try to re-review when i play it in hl2d, though i must say i don't have the patience that much with that mod (though it is very cool , so no offence chickenfist!)
Commented 15 years ago2008-07-26 13:45:59 UTC in vault item: Bored Comment #16795
Hmm very nice test map! You're talented in spatial design, and i always enjoy walking your levels. The sky looks nice too, did you make it? (i didn't see any included gfx files and i don't recognize it!).

And what are dev_maps?! = )
Commented 15 years ago2008-07-19 18:33:42 UTC in journal: #5201 Comment #34681
wow impressive specs.

2.5 Ghz + 800 fsb = superb

Is the geforce 8800 still a better gfx card though? (i thought the higher the second number in the model number shows how strong the card is?

Anyway that system is bomb. i disagree with srry and Ant... laptops are the only option in my book. If i had the extra money i would buy a pimp home system too, but if i can only have one i choose the laptop.
Commented 15 years ago2008-07-19 16:08:34 UTC in vault item: Marine Invasion Comment #16777
I agree the gameplay is quite fun--though i godmoded and impulse101 through most of it--, and i didn't experience any errors such as hotdog mentioned.

It seemed like a gameplay/layout/effect testmod than any coherent level for most of the maps, but there was some very interesting design in some of the maps, as well as a few neat effect tricks like the blinking light in the dark room where the marines are shooting you to simulate muzzleflash.

I played all of version 1, and i stopped playing version 2 when i couldn't figure out what to do next (even with noclipping).

Anyway, this was not entirely unenjoyable to play, heck, it even gave me a couple ideas for effects, which is nice.

Hope to see some moar levels from you with your new skills hopefully.
Commented 15 years ago2008-07-17 16:15:14 UTC in vault item: c25 entry: StarCraft Comment #16770
Wow thanks for the nice reviews you all make me feel proud! = P

Daubster: I agree with the SCVs, but there aren't a lot of good pictures of them, so i improvised a bit! I dunno if i'll update this map, but i'll sure try that clipnode thing if i run out again. And yeah, i was totally guna make the turets pop up and shoot at you, plus use the audio i ripped from the game, but like lots of other things i ran out of time/motivation. I also wanted to add the building sounds when the player touched them too, but i forgot. Anyway thanks so much again for the review. = )

Saw1833: Thanks Fella i appreciate the nice words and rating! = D

Zeeba: Thanks! I'm sorry you didn't place with your entry after all your hard work... i hope you keep entering compos becuase i enjoyed your entries thoughtful construction very much. I agree with you about the texturing, much of it is questionable at best. If i would have took a little time making custom textures rather than searching the HL.wad for suitable substitues, i would have been MUCH better off. Thank you very much again for you comments! = P

SpaG: Wow thank you! I appreciate your comments quite a lot! = )
Commented 15 years ago2008-07-17 15:05:17 UTC in vault item: kznl_factory Comment #16769
Pretty neat.

Excellent detailing at the beginning of the map, and the rest of the map is very nicely constructed. I wish i had the patience to actually go through the jumping course, but i just don't have the patience. (i noclipped through most of the map, and found the layout and construction quite impressive.

I'm going 5 stars for superb general mapping. Good job, and i hope you make some more maps! (Maybe some non-climbing ones?)

= )
Commented 15 years ago2008-07-13 21:12:48 UTC in news: Competition results posted, world ends Comment #98594
Yay fore compos! = )

Since the c25 thread is closed, should/might we open a c26 thread to talk about parameters, or will it be a portal-only competition? (Possibly accept portal-themed games made in source and Goldsource?)
Commented 15 years ago2008-07-04 16:39:56 UTC in vault item: Reissues Comment #16752
Here's a short review of each map i did:

Reissues Review

Amazingly good stuff. Thanks Kol and Co.! = )
Commented 15 years ago2008-07-04 16:00:02 UTC in journal: #5174 Comment #51617
I hope your house is ok. I can't imagine losing mine, but at least you got your backup for your computer which is huge. It's the first thing i would take if my house was on fire.

Those pics were pretty cool. You might make a really cool sky box out of those!

Again, hope everything is ok!
Commented 15 years ago2008-07-03 15:17:44 UTC in journal: #5167 Comment #39807
The comic was loads better/different, but they actually kept the main idea of the story intact pretty well, and a plot more audiences would accept over the original. I rather liked it, but i walked into the theatre with low expectations, soe...

Also btw even though i thoroughly hate AJ, she was damn hot in this film i'm not guna lie. = P
Commented 15 years ago2008-07-03 15:11:34 UTC in journal: #5171 Comment #40697
i'll have 5 please/thanks.
Commented 15 years ago2008-07-03 15:09:40 UTC in news: MotM Playtesting Comment #98578
THE MOTM IS BACK THAT'S WAT
Commented 15 years ago2008-07-03 15:06:24 UTC in vault item: Dm Hairpoint Comment #16748
Really dark and i had to turn my gamma up to see anything. Plus i was playing it in a sun-drenched room that bled out the colors even more, so i'll have to play it again when it's dark. That said, from what i can see this map looks amazing! Those vaulted archways are impeccably constructed and textured.

Some ok sound and nice doodads that i could see like a blinking streetlight and the fountain.

Besides the darkness, Scale looks really huge in places like the size of the gate and the height of the fountain.

The wpolys are +3000 in some places, but it ran smoothly for me.

Despite the troubles i'm going 5 for the sheer beauty and nice ambience of the map, and just the wow factor on how pretty it was. Great work as always!

5*
Commented 15 years ago2008-07-01 19:02:38 UTC in news: MotM Playtesting Comment #98573
Yay! = P
Commented 15 years ago2008-07-01 17:49:45 UTC in vault item: Anti Reality Comment #16746
I've played very high wpoly maps before with no problem--even though my machine is shit--, but this map lags big time for me, so i just noclipped through some areas really quick before the choppiness was too much. So, some general impressions until i replay it on my soon-to-arrive new machine:

+superb ambient sounds
+Some great thoughtful architecture
+some neat ideas like the lava flowing down the stairs

-i didn't like the sky box: u didn't include the ones in the screeen?
-outside is way to bright imho

That's pretty much it until i play it again, but i like the theme and your work is always a pleasure to look at! cheers!
= )
Commented 15 years ago2008-07-01 17:16:51 UTC in journal: #5166 Comment #51608
It would be hard for me to choose between The Incredibles and WALL-E, but this movie exceeded all my expectations. I've been calling my girlfriend "EEVEE-A" and trying to hold her hand ever since we've seen it; she's starting to get really sick of it. = P

"Can't believe we have to wait till bloody August or September or something before we see it."
August or September!? You might have to resort to BT or one of the web alternatives then. Still it's no substitute for being in the theatre.

(

Commented 15 years ago2008-06-25 18:49:26 UTC in vault item: fy_varado Comment #16736
Hey Nice idea and NIce FY map!
+brushwork
+texturing (though some parts rendered strangely, could be my old computer)
+Nice lighting, but i prefer more contrast--more darker and lighter areas, which usuall result in a darker map
++Great detailing!
++NIce doodads and effects like the lazers+sprites, the door and other things.

Possible suggestions:
-vary the size and shape of each side's gameplay area and add cover or at least some props.
-add shootable traps like hung-up power lines poised to fall, exploding barrels, etc that you can shoot on the other sides team to give them a bad day = )
-add nade shoots or small vent above the door that you can lob nades in if you get it just right (make it hard so people don't spam all game)
-Improve the look of the door since it's the main focus of the map. Add trims, opaque windows, mechanisims, etch to make it more real. you could also add custom sounds or a sequence of sounds to the door opening and some steam shooting out if you want to get crazy. (be careful your effects don't make the gameplay unstable)
-Lastly make the door bulletproof perhaps? i don't even know if this is possible or how you would do it, but it might add something to the map.
Edit: i found this in maps for bulletproof walls: http://twhl.co.za/vault.php?map=3973 maybe it will work for doors too?

Anyway, great departure from normal FY maps and even though it's just for fun, it's clear you put some work into it and the idea is cool. That said it still feels unfinished to me or it could be better, so i'll hold off on rating. (please PM me if you update it!)
Commented 15 years ago2008-06-25 18:10:08 UTC in vault item: aim_trainingarea Comment #16735
How can this be a top map with no comments and no ratings?
Commented 15 years ago2008-06-25 18:02:10 UTC in vault item: de_cakemania Comment #16733
Looks Delicious!.. BUT RapidShare won't let me download it. Please PM me if you get a different hosting! =' (
Commented 15 years ago2008-06-21 18:18:02 UTC in vault item: fy_xenfight Comment #16727
Um ok.

I don't think i've ever seen a Xen-themed FY map so that pretty was cool. The map is thoughtfully set up and error free, with some nice doodads like the jump pads, the buyzone in the middle, and the breakable mesh. The models and brush made props were nice buy you could use more variation...afaik there are quite a bit of different Xen prop models.

Sound is a nice touch like Tetsu0 said. to add even more you can try using env_sounds in the tunnel parts for an echo, but that might make MP games unstable?

The layout is iceworld, which is fine i guess, but it seems kinda too big to me, or maybe you just need some height variation too because i think all the walls are the same size and very big.

Lastly, since Xen is an organic place you really shouldn't have any flat edges anywhere, so try beveling around your cave entrances and put trims on corners and the bottom of walls to give it a more "natural" feeling.

This map needs some work still imo and being an FY iceworld clone, you're guna have to do something pretty amazing to get a good rating outta me on this one! = )

3 stars for fy_xenfight for now.