Commented 18 years ago2006-05-25 04:46:35 UTC
in vault item: cs_the_undergroundComment #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.
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 19 years ago2005-08-29 02:31:29 UTC
in vault item: Canyon WarehouseComment #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 seventh-monkey@twhl.cjb.net.
Commented 19 years ago2005-08-24 11:03:35 UTC
in vault item: Lab17: QuakeComment #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.
Commented 19 years ago2005-08-24 10:55:07 UTC
in vault item: Lab17: StorageComment #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 19 years ago2005-08-24 10:37:36 UTC
in vault item: LavaLabComment #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.
Commented 19 years ago2005-08-24 03:00:27 UTC
in vault item: cs_heistComment #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 19 years ago2005-08-24 02:53:29 UTC
in vault item: de_outpostComment #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.
XviD is better, anyway.
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.
Imaginative maps don't necessarily make for fun ones.
I certainly hope you've won :D.
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.
1000th map, eh?
It's for HL2DM, Mario, it was mis-labelled.
Welcome back, by the way.
Looks far better with lights, doesn't it?
- Moderator
Superb map. Five stars. Get it!
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.
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.
+ 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.
An excellent map, of course, since I gave it whatever-eth place in the appropriate competition. First, I think.
Hurrah for Example Maps!