Commented 15 years ago2008-12-06 08:07:39 UTC
in vault item: de_stroikesComment #5239
Nelabai yra ka pridet prie Hunterio, sutinku su daugmaz visais jo komentarais.
Zinoma, reikia paminet tai, kad tu uzmirsai viena svarbiausiu isskirtiniu vertigo daliu - nukritima nuo dangoraizio, isleidzianti ta riksmo garsa. Butinai idek sekanciame mape. ;>
Commented 15 years ago2008-12-06 07:56:38 UTC
in vault item: de_shadysandsComment #5259
Thanks for the feedback! :]
The whole errorless rendering thing surprised me a bit too, all earlier test maps with similar terrain had more or less nitpicks with rendering.. Also, I think I know of a way to fix this clipnode thing in the terrain, it'll be surely implemented in an upcoming map utilizing the same theme. And no, the easter egg isn't the book, however, it is tied to the secret somehow.
Commented 15 years ago2008-12-01 02:52:50 UTC
in vault item: de_shadysandsComment #7351
Thanks for the feedback!
Mario: Thanks, but I'm more-or-less aware of invisible wall locations; probably won't bother fixing them in this map and will move on to a bigger project.
Loved the idea as well as diversity of objects used in the chain reaction. Very creative. Brushwork was top-notch, which is something you'd normally expect from a map by you. ;>
I wish this had the realistic and perfectly clean movement of Redka's entry, though. A combination of creativity and precision would have really kicked ass.
Nice work establishing a rather interesting setting as well.
Commented 16 years ago2008-11-17 10:38:37 UTC
in vault item: Entity Challenge #2Comment #10355
Very nice. Everything beind 100% clean with no intercepting brushes and mostly correct physics made me think you were using animated models for a moment.
Apart from the ending being a wee bit dry, this is by far the best GoldSource Rube Goldberg machine I've seen yet.
Commented 16 years ago2008-11-12 04:47:12 UTC
in vault item: RubbleComment #17133
2fort on steroids.
Very lacking in terms of ambience, it wasn't anything too special. A nice simple TFC map. What I didn't like was the obvious copy-paste action in the bases of both teams. Now I'm not saying that you shouldn't make them different layout-wise, though keeping the smallest details, like cracks or dents identical on both sides really makes the setting much less believable.
Texturing was alright, same with lighting. Architecture, apart from obvious copy-pasting was also neat and did the job right. 4*
Commented 16 years ago2008-11-12 04:37:17 UTC
in vault item: pl-bugscanyon_final2Comment #17168
Prime example of how proper texturing and lighting can cover up most architecture faults. Very, very, very impressive.
First of all, I'm pretty surprised how creative the layout turns out to be. Even though pushing the cart in circles makes no sense, I suppose it actually fits the cartoony TF2 style. Also, the diversity of areas you put the attackers through, both cramped and very open, should give way for some rather awesome gameplay. What I didn't like, however, was your extremely dense placement of ammo and health, both usually at the same place. Either team may get an unfair advantage out of that.
Second, even though architecture is rather blocky and definitely not up to Source standards, it does the job surprisingly well, and, as I said before, is beautifully covered up by good texturing and proper lighting. The setting (some sort of mine?) is made pretty believable with unused payload tracks layed throughout the map. Signs of past battles in the water were also a nice touch.
Another thing making this map bloom is the ambience. Both background and local sounds blend together very well and combined with good lighting provide the map with absolutely awesome atmosphere.
Overall, a great map. I bet this would rock on a 32-player server. -1 star for architecture faults and pickup placement.
I must say I really liked this. Screenie does very little justice. :>
It was overall enjoyable and fairly easy. Visuals weren't anything too special, yet did the job very well. Plenty of background detail made the setting believableand realistic. Lighting and ambience were the strongest parts of the map imo.
Very nice work. My only real complaint is that its way too short. Why'd you decide not to finish this? :<
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 16 years ago2008-11-02 17:35:12 UTC
in vault item: Space Tempest M35Comment #17114
That was pretty decent. I can definitely see you recycling your architecture from Xen Assault, which I'd hate to call a bad thing, as it mostly looks very nice. Most larger, more open areas still lack detail. Add supports, trims, pipes, gadgets - any of the usual stuff to spice them up. Ignoring that, brushwork is pretty great. The rotating lazer, spaceship and red eye orb were very nicely crafted.
Texturing was alright, no serious flaws - it served its purpose.
Ambience I didn't pay too much attention to (played with music the whole time), although most areas seemed to have consistent background sounds, which is a good start.
Gameplay - wise, I liked all those small traps, etc. It was quite fun, even with all that lag. Chokepoints were all well-connected, layout was simple enough for everyone to have some decent fragging. Think about somehow implementing that orb-of-death trap, too.
Lighting was somewhat bland, especially in the main areas. I'd give it a bit more colour variation, as well as brightness.
Overall, a nice map. Still needs work, though I'm giving it 4* in advance, hoping you'll improve things. :>
Commented 16 years ago2008-11-02 05:57:45 UTC
in journal: #5445Comment #39472
That was pretty damn awesome. I like the attetion to detail, like the scope glass fading to black after taking a shot. And indeed, it does need a proper scope.
Commented 16 years ago2008-10-22 00:55:09 UTC
in journal: #5426Comment #45022
That was the intention. ;> Luke: Games go for as long as 2-3hrs, depending on how many players tag along, so joining an hour late isnt a problem at all.
http://en.wikipedia.org/wiki/Electronica
Just Wiki it.
Zinoma, reikia paminet tai, kad tu uzmirsai viena svarbiausiu isskirtiniu vertigo daliu - nukritima nuo dangoraizio, isleidzianti ta riksmo garsa. Butinai idek sekanciame mape. ;>
3* uz pastangas.
The whole errorless rendering thing surprised me a bit too, all earlier test maps with similar terrain had more or less nitpicks with rendering..
Also, I think I know of a way to fix this clipnode thing in the terrain, it'll be surely implemented in an upcoming map utilizing the same theme.
And no, the easter egg isn't the book, however, it is tied to the secret somehow.
Map took 2nd place by the way.
Did use BEVEL on every unseen terrain face, as besides reducing clipnode
borkage, it also does a great job killing wpolies.
Strideh: srry no LOL
Mario: Thanks, but I'm more-or-less aware of invisible wall locations; probably won't bother fixing them in this map and will move on to a bigger project.
And that release was pretty damn nice. ;o
I wish this had the realistic and perfectly clean movement of Redka's entry, though. A combination of creativity and precision would have really kicked ass.
Nice work establishing a rather interesting setting as well.
Apart from the ending being a wee bit dry, this is by far the best GoldSource Rube Goldberg machine I've seen yet.
Great work!
Those domino-like falling blocks needed a bit tuning though. Turned out a bit short too.
I'd give it a 3.5, meaning 4 in the current system. Good job.
Kudos to him for trying to get the most out of his last days though.
ATI: Not judg'd yet. Will post results when it is.
Release!
Very lacking in terms of ambience, it wasn't anything too special. A nice simple TFC map. What I didn't like was the obvious copy-paste action in the bases of both teams. Now I'm not saying that you shouldn't make them different layout-wise, though keeping the smallest details, like cracks or dents identical on both sides really makes the setting much less believable.
Texturing was alright, same with lighting. Architecture, apart from obvious copy-pasting was also neat and did the job right.
4*
First of all, I'm pretty surprised how creative the layout turns out to be. Even though pushing the cart in circles makes no sense, I suppose it actually fits the cartoony TF2 style. Also, the diversity of areas you put the attackers through, both cramped and very open, should give way for some rather awesome gameplay. What I didn't like, however, was your extremely dense placement of ammo and health, both usually at the same place. Either team may get an unfair advantage out of that.
Second, even though architecture is rather blocky and definitely not up to Source standards, it does the job surprisingly well, and, as I said before, is beautifully covered up by good texturing and proper lighting. The setting (some sort of mine?) is made pretty believable with unused payload tracks layed throughout the map. Signs of past battles in the water were also a nice touch.
Another thing making this map bloom is the ambience. Both background and local sounds blend together very well and combined with good lighting provide the map with absolutely awesome atmosphere.
Overall, a great map. I bet this would rock on a 32-player server.
-1 star for architecture faults and pickup placement.
Awesome job. :>
It was overall enjoyable and fairly easy. Visuals weren't anything too special, yet did the job very well. Plenty of background detail made the setting believableand realistic. Lighting and ambience were the strongest parts of the map imo.
Very nice work. My only real complaint is that its way too short.
Why'd you decide not to finish this? :<
And the trailer's not too bad either.
EDIT: Replies in steampowered thread = EPIC LULZ.
Texturing was most lacking with pretty much the exact same concrete slapped on everything.
Plays like a killbox with very little to zero cover. The fact that most powerful guns are very easy to reach doesn't help as well.
Architecture, even if decent, was clearly copy-pasted all over, which deteriorated the final look.
Lighting was pretty boring, though I suppose you're pretty limited in a map with virtually one large area.
You could do way better than that.
I can definitely see you recycling your architecture from Xen Assault, which I'd hate to call a bad thing, as it mostly looks very nice. Most larger, more open areas still lack detail. Add supports, trims, pipes, gadgets - any of the usual stuff to spice them up. Ignoring that, brushwork is pretty great. The rotating lazer, spaceship and red eye orb were very nicely crafted.
Texturing was alright, no serious flaws - it served its purpose.
Ambience I didn't pay too much attention to (played with music the whole time), although most areas seemed to have consistent background sounds, which is a good start.
Gameplay - wise, I liked all those small traps, etc. It was quite fun, even with all that lag. Chokepoints were all well-connected, layout was simple enough for everyone to have some decent fragging. Think about somehow implementing that orb-of-death trap, too.
Lighting was somewhat bland, especially in the main areas. I'd give it a bit more colour variation, as well as brightness.
Overall, a nice map. Still needs work, though I'm giving it 4* in advance, hoping you'll improve things. :>
I just google for my maps from time to time. Some pleasing results as well. awp_farmstead was played on some Danish server for ~10 hrs. ;o
EDIT: Cool, found a new one.. http://scarapotes.mondialservers.com/psychostats/map.php?id=160
And indeed, it does need a proper scope.
Kudos for that. :>
That shouldn't stop you from playing. Servers are on 24/7. Gather up with Aussies, US folk and have your own matches. :>
Luke: Games go for as long as 2-3hrs, depending on how many players tag along, so joining an hour late isnt a problem at all.
I'll have a look tomorrow.