Commented 9 years ago2009-04-13 06:16:19 UTC in news: Improvements on the horizon... Comment #99206
Heh, taking a leaf out of Google's book, posting genuine news on April Fools' Day to confuse everyone.
Commented 9 years ago2009-03-30 07:55:13 UTC in journal: #5703 Comment #47368
Whoa, he already knows Perl?
Commented 10 years ago2009-03-16 20:04:56 UTC in news: OMGWTFHAX Comment #99107
Yo ho. I'm around every now and then...
Commented 10 years ago2009-03-16 19:59:23 UTC in news: OMGWTFHAX Comment #99105
Hallo Casper!
Commented 10 years ago2009-01-01 17:33:10 UTC in journal: #5540 Comment #50297
Congratulations, my man.
Commented 10 years ago2008-12-13 22:37:24 UTC in journal: #5506 Comment #33254
Heh, I was just thinking the same, Mr. A. I haven't been here for quite a while...
Commented 12 years ago2006-07-15 05:36:58 UTC in vault item: 180 degree spiral pilar Comment #12536
"isn't it funny how they are the same name backwards?": not really. It's just one of the variety of silly ways NIX-y folk name stuff.

XviD is better, anyway.
Commented 12 years ago2006-07-03 14:26:52 UTC in vault item: fun_1room Comment #12437
Er, not an example, so moved to "unfinished".
Commented 12 years ago2006-05-29 11:22:47 UTC in vault item: Orb (Compo 20) Comment #12045
Unbelievably awesome. Get it now.
Commented 12 years ago2006-05-25 04:46:35 UTC in vault item: cs_the_underground Comment #12006
Aaaah, I didn't notice this was unfinished before I played it, heh. I was going to criticise the bare empty rooms and very, very plain texturing in some places, but you clearly already know.

Makes a lot more sense now; I thought it seemed like an empty mock-up of a layout.

Well, I'll post the comments I jotted down anyway.
  • Many rooms very very plain, corridors too.
  • Point lighting.
+ Generally kept textures in proportion (a common source of newbie errors).
  • Crates. Really, use something different.
  • Scale: some corridors seemed alarmingly large, then others excruciatingly narrow. It makes no sense.
+ Good layout.

+ Parts of the map were clearly recognisable, aiding quick learning of the map (probably the easiest-to-learn CS map I've ever played).
  • Textures on a few sides of dividers, walls, stuff like that, had clearly been scaled "to fit". Can result in compiling errors in many cases, and looks nasty.
  • Inexplicable cover: why were there weird little walls in corners sometimes with windows in? Again, makes very little sense.
  • Some very thin walls where you can see the sides.
So overall, good for an unfinished first map. The hostage room brought back memories of my first CS map, heh heh.
Commented 12 years ago2006-05-20 12:45:01 UTC in vault item: Gatling Gun Comment #11954
Moved to "Unfinished", because it doesn't demonstrate anything in particular.
Commented 12 years ago2006-05-06 18:10:31 UTC in vault item: fun_pitch-black Comment #11693
This is not getting to the "Top Maps", however imaginative it is.

Imaginative maps don't necessarily make for fun ones.
Commented 12 years ago2006-04-17 06:33:40 UTC in vault item: Snps Challenge Comment #11528
This is a five-star rating to balance IMUS' mistaken rating to 4* :)

Remind me about this on IRC sometime and I'll play it.
Commented 13 years ago2006-03-10 18:38:07 UTC in vault item: candybox Comment #11166
Sorry, unlit maps don't qualify as completed. I'll move it to Unfinished.
Commented 13 years ago2006-03-10 04:20:42 UTC in vault item: de_rtblock Comment #11153
Indeed. Click "edit" and upload the file again.
Commented 13 years ago2006-02-09 07:19:03 UTC in vault item: cs_zerg2 Comment #10836
Do proper VISs for a final release: always -full, NEVER -fast!
Commented 13 years ago2006-01-26 15:57:18 UTC in vault item: dm aztec beta1.3 (WORKING!) Comment #10696
That was me.
Commented 13 years ago2006-01-26 05:26:07 UTC in vault item: ak-colt _onglass Comment #10691
Unlit maps do not qualify for the "Completed" section. Moved.
Commented 13 years ago2006-01-16 03:15:30 UTC in vault item: Knife Arena - Sky City Comment #10481
Why are you, of all people, still mapping for HL? :|
Commented 13 years ago2006-01-07 13:31:33 UTC in vault item: de_priory Comment #10391
Fixed the link.
Commented 13 years ago2005-12-21 13:42:57 UTC in vault item: Justice Comment #10197
Heaven for those who love the architecture, at least.

I certainly hope you've won :D.
Commented 13 years ago2005-11-13 16:17:19 UTC in vault item: Problem with Lights Comment #9881
You have already had advice on how to fix this from Captain P etc.
Commented 13 years ago2005-11-12 13:33:02 UTC in vault item: Realtime Clock - With Ticking Comment #9848
No, the rotational speed would be the same.
Commented 13 years ago2005-11-12 08:15:00 UTC in vault item: The Unteenth Test Chamber Comment #9839
I would have given this at least bronze if it had worked. It's a shame that it didn't.

The test chamber is very big, but generally doesn't seem blocky or un-detailed, largely thanks to good texturing. The control rooms seemed well-scaled and the lift ride itself was nice (even if it was a bit difficult to get in and out). The sequence is long and dramatic.

There were some little architectural bugs, and I saw distinctive signs of carving when I ran in wireframe. It ran fine still, but I would suggest that you read all the Intermediate tutorials, especially the more general ones. Trust me, it works.

The sounds were a bit lacking, but it was nice to have music, which only one of the other entries featured ? and it was an ideal situation to use the HL soundtrack.

I agree with Daubster on the slightly anti-climatic ending. No Gman in a red suit to lead you away? A missed opportunity :)

Above-average for a map, and good for a competition entry. I'll be generous and give it four stars.
Commented 13 years ago2005-10-25 04:12:40 UTC in vault item: BM Explorer And Pickup Comment #9546
This section is not for prefabs. Moved to Unfinished.
Commented 13 years ago2005-10-25 04:03:15 UTC in vault item: cars Comment #9545
Example Maps is not for prefabs. Moved to Unfinished.
Commented 13 years ago2005-10-18 06:46:12 UTC in vault item: Tribute Comment #9472
Hah, typo and a half :P

1000th map, eh?
Commented 13 years ago2005-10-16 15:35:04 UTC in vault item: Cutscene Comment #9447
It's only an Example Map... I've made lots of them. Mostly not camera stuff, though.
Commented 13 years ago2005-10-15 14:41:30 UTC in vault item: The Discombobulator Comment #9438
Hooray, a nicer screenshot!
Commented 13 years ago2005-10-06 16:43:59 UTC in vault item: de_vice Comment #9345
Er, an unVISed map barely qualifies as 'completed', you know. The VC thing sounds great, though, although I can't say I recognise it.
Commented 13 years ago2005-10-05 13:58:47 UTC in vault item: The Discombobulator Comment #9328
Of course it's short, it's only a competition entry :) Thanks for the stars, though, heh.
Commented 13 years ago2005-09-26 16:46:38 UTC in vault item: TWHL Dedication Project Comment #9178
Aw, I didn't get a room? I saw my textures listed :/

It's for HL2DM, Mario, it was mis-labelled.
Commented 13 years ago2005-09-16 11:10:51 UTC in vault item: de_dolls Comment #9030
Heh, attention-grabbingly original. I've stuck it on my desktop, and will try to remember to play and review it sometime shortly :).

Welcome back, by the way.
Commented 13 years ago2005-09-16 01:07:50 UTC in vault item: mad_gravbox1 Comment #9018
I'm a moderator, so I do too ;).

Looks far better with lights, doesn't it?
Commented 13 years ago2005-09-15 16:07:06 UTC in vault item: mad_gravbox1 Comment #9012
Unlit = unfinished. I've moved it.
Commented 13 years ago2005-09-12 16:47:50 UTC in vault item: Fan Light Trick Comment #8975
Thanks. It would look a lot better darker, on reflection, but it's an example, not a real map :).
Commented 13 years ago2005-09-10 13:41:06 UTC in vault item: Morocco Comment #8946
Why did you give it one star without playing it?
Commented 13 years ago2005-09-08 15:47:57 UTC in vault item: Morocco Comment #8939
Assuming it is CS. Could be anything.
Commented 13 years ago2005-09-08 14:12:08 UTC in vault item: Morocco Comment #8934
Team? Why is the map labelled an HL SP one, then? Use the [edit] button just above the screenshot.
Commented 13 years ago2005-09-08 05:24:26 UTC in vault item: Lab17: Quake Comment #8929
It's still got straight five-star ratings :).
Commented 13 years ago2005-09-02 13:00:22 UTC in vault item: dm_crete Comment #8825
Mark it correctly!
Commented 13 years ago2005-09-02 12:50:49 UTC in vault item: Voice Example: Freaky Scientis Comment #8823
Heh, some grin-stirring chatter.
Commented 13 years ago2005-08-29 02:31:29 UTC in vault item: Canyon Warehouse Comment #8738
Nope, doesn't work. E-mail me the file, if you want, and I'll get it hosted somewhere and fix the link for you. Send it to
Commented 13 years ago2005-08-28 04:29:33 UTC in vault item: N00b_Climb2 Comment #8724
  • Moderator
Commented 13 years ago2005-08-24 11:03:35 UTC in vault item: Lab17: Quake Comment #8680
Very nice. A few corridors are pretty much untextured, and there are still more of those nasty sofas, but the map in general is excellent. Very nice beds. Lots of traps and li'l puzzles. The only architecture I would criticise are the rather thin walls in a couple of places.

Superb map. Five stars. Get it!
Commented 13 years ago2005-08-24 10:55:07 UTC in vault item: Lab17: Storage Comment #8679
Hm, the layout seems rather confusing. There appear to be two completely seperate areas, and once you've entered either of them, you can't get out until another player comes in; then you can sneak through the doors before they shut.

Some of the corridors are rather plain, and there are some vents which are agonising to crawl through, but it's mostly nice. Still some nasty cheap furniture dotted around. Very tidy, though. I'll say... four stars.
Commented 13 years ago2005-08-24 10:37:36 UTC in vault item: LavaLab Comment #8678
A nice layout, with enough ways to get from place to place without becoming confusing. The textures are all tidily applied and in appropriate places. While the HL prefabs did make it seem like an HL map, they were a little over-used, and the fifties seats particularly looked rather dubious ? don't be afraid to use custom textures.

There's quite a bit of nice architecture, but a few sections where it decends into right-angle-dom, which is a pity.

Good job.
Commented 13 years ago2005-08-24 03:00:27 UTC in vault item: cs_heist Comment #8666
Much nicer than de_outpost: better texturing and lighting by far.

+ Excellent architecture in general; nice detail. Looks convincing.
+ Most textures (the walls, for example, fit well, but the sofas look terrible with them).
  • A lot of stuff feels too big. Look at those police cars. You could stand tall in one. Careful with scale.
You should definitely use more custom textures. That ? and dropping the prefabs and adding proper details yourself ? could have you making good four- or five-star maps in my opinion. Keep it up.

Another three stars; the texturing and scale let it down.
Commented 13 years ago2005-08-24 02:53:29 UTC in vault item: de_outpost Comment #8665
A lot of stuff was very flat, the lighting was pretty terrible, and the texturing wasn't too great, but the architecture was good, if a little over-sized in my opinion (like heist). Three stars.
Commented 13 years ago2005-08-16 16:23:07 UTC in vault item: The Sydney Harbour Bridge Comment #8600
Well done getting this on the front page :).

An excellent map, of course, since I gave it whatever-eth place in the appropriate competition. First, I think.