Commented 7 years ago2017-07-15 19:26:23 UTC
in news: Compo 34 ResultsComment #100291
Well I did read and also did clicked but maybe my internet was shitty, shit happens Edit Also no one contacted me of the jury for my missing entry, which is not a must have but would be usefull for such situations.
Commented 7 years ago2017-03-26 12:33:42 UTC
in vault item: TractionComment #12099
Really great work I love the design of the map, everything is just well done. Only thing I dislike and why I give it 4/5 stars is the weapon placement. Too many Gaussrifles ending in wallgauss arena.
Commented 7 years ago2017-03-02 15:07:11 UTC
in vault item: dm_hydroelectricComment #18449
Great job Jessie!
I really like the idea about this map.
+ Huge map with much stuff to explore + Cool use of the Apache + I love the underwater part with the flooded building and the glass pipes + Ambience is sweet, feels like a real hl1 map directly out of the sp.
- Weapon/Item Placement is awfull for DM. ( as example: corners with 5 Batterys.... never do that, 2 Batterys in a corner is good to go ) - because of the water and the high wpolys the map felt a bit laggy, maybe the engine has troubles with such big scaled water brushes, try using a normal brush with water texture, it will block vis too, or use water without waves to test if fps/ms getting better.
Commented 8 years ago2016-05-30 12:23:34 UTC
in vault item: psychedelicComment #19133
52 env_beams with ring flag + 12 func_trains ^_^ and some math
Yeah a Helicopter Model was planed to be added. I will do that for the Final version if there is anything else that needs a fix or could be done better just mention it here and I will change it ^^
Commented 9 years ago2015-10-18 12:32:19 UTC
in vault item: de_retrostationComment #20235
Wow, thank you a lot. Actually I ran out of time for the contest it was for. The plan was to have 100% selfmade content inside the map. Yeah so the crates and also some "shelfes" are just placeholder.
Thanks a lot for the feedback, really lovely if someone, with also good knowledge about mapping, writes that
Also you can check the wpolys/epolys if you want to drop your jaw. I tryed to optimize it as much as possible + dont loose much details.
more comments are totally welcome this really helps in motivation for doing some new shit
Also Archie, you should try out my new reworked mayacore map for hldm I bet you will like it Wish you a nice day sir
Commented 9 years ago2015-06-17 10:32:12 UTC
in vault item: csdm_falloutComment #20918
This is a really amaizing map. God plz do a singleplayer with this style!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And this man maps with cs version of halflife, he dont own halflife 1 so he wasnt able to add scientists and stuff...what is sad for us, we should give him a hl1 copy
Commented 10 years ago2014-05-12 16:03:12 UTC
in vault item: AltdelComment #20570
Pretty Map, yeah most of the map is really epic looking.
Pro:
Feels like a hl2 map.
Great design and good Gameplay as far as i can tell.
Sick amount of detail!
Archie
Brushwork is a masterpiece.
Contra:
The Beambridges are out of place
Gaylight, i like the warm lights so far, but the red ones should be a darker red, the green ones less green and PLZ remove the purple lights. Purple light really dont fit in hl1, maybe for xen maps.
R_speeds
No Sliding ( Ramp sliding for Stairs, if your map will be played by pro/action halflife players, they will be frustrated with this )
I see you dislike to create intresting ceillings ???
Map looks pretty good, wpoly count of 4-5k is a bit high for TS + Multiplayer. The Map Layout is okay but since the map is mirrored mostly its a bit boring add in some eyecatchers/effects/broken walls ?
This comment was made on an article that has been deleted.
also great that you give credits, great men!
Nothing bad to say.
can´t see map of the month do you hate me ?
I mean...2012 was my year
Otherwise the map is awesome well done, can't wait to see more.
Edit
Also no one contacted me of the jury for my missing entry, which is not a must have but would be usefull for such situations.
Congratz to the winners and it still was fun
I love the design of the map, everything is just well done.
Only thing I dislike and why I give it 4/5 stars is the weapon placement.
Too many Gaussrifles ending in wallgauss arena.
I really like the idea about this map.
+ Huge map with much stuff to explore
+ Cool use of the Apache
+ I love the underwater part with the flooded building and the glass pipes
+ Ambience is sweet, feels like a real hl1 map directly out of the sp.
- Weapon/Item Placement is awfull for DM. ( as example: corners with 5 Batterys.... never do that, 2 Batterys in a corner is good to go )
- because of the water and the high wpolys the map felt a bit laggy, maybe the engine has troubles with such big scaled water brushes, try using a normal brush with water texture, it will block vis too, or use water without waves to test if fps/ms getting better.
4/5 Stars for you
contra:
So here the compile settings:
hlcsg.exe light_prefab -threads 4 -texdata 90000 -cliptype simple -estimate -chart -nowadtextures
hlbsp.exe light_prefab -threads 4 -texdata 90000 -estimate -chart -noinsidefill
hlvis.exe light_prefab -threads 4 -texdata 90000 -estimate -chart -low -full
hlrad_x64.exe light_prefab -threads 4 -texdata 90000 -estimate -chart -fade 1 -minlight 1 -smooth 90 -low -bounce 1 -blur 1.5 -extra
Why not change to another community/mod like sven co-op?
Would love to see some dod inspired co-op maps
<3 lovely mawp
Only some small spots could need a visual upgrade like the really plain mud textures
2. Yup
3. Nope! you missed 1 secret
4. Yeah I did that for reasons, a helicopter would fit but blocks the view a bit and yeah...
and 5.
Thank you
Yeah a Helicopter Model was planed to be added. I will do that for the Final version if there is anything else that needs a fix or could be done better just mention it here and I will change it ^^
Well done 5/5
Actually I ran out of time for the contest it was for.
The plan was to have 100% selfmade content inside the map.
Yeah so the crates and also some "shelfes" are just placeholder.
Thanks a lot for the feedback, really lovely if someone, with also good knowledge about mapping, writes that
Also you can check the wpolys/epolys if you want to drop your jaw. I tryed to optimize it as much as possible + dont loose much details.
more comments are totally welcome this really helps in motivation for doing some new shit
Also Archie, you should try out my new reworked mayacore map for hldm I bet you will like it Wish you a nice day sir
Love this mapdesign! Great work !
Pro:
- Feels like a hl2 map.
- Great design and good Gameplay as far as i can tell.
- Sick amount of detail!
- Archie
- Brushwork is a masterpiece.
Contra:The Map Layout is okay but since the map is mirrored mostly its a bit boring add in some eyecatchers/effects/broken walls ?
What about the limits plz post compiler log thx