Commented 18 years ago2005-12-29 00:52:59 UTC
in vault item: fy_digComment #10293
A nice map and refreshingl different from you're average fy map.
+Nice music Raidohead Idioteque <3 -large absense of ambience elsewhere +Great buried things and crumbled archaeological structures -maybe add some digging tools, and some aztec-style lights for the dig -some stuff scaled crazy big outside -sand dunes above could be more creatively constructed +good weapons placement
This is well done, especially for a beginner map, but still much room for improvement.
Commented 18 years ago2005-12-29 00:17:34 UTC
in vault item: de_cabbageComment #10287
This is a mostly excellent map, with some deadly flaws though I'm afraid.
Beautiful texturing and construction througout. Lighting is mostly ok, but perhaps a little "bland" in general throughout. Ambience is fine in some places--water treatment area water fall sound, but pretty much lacking everywhere else.
The really big problem I have with this map though, is that it's WAY too complex to be a CS map, and it's a little too big also imo. Those things notwithstanding, this is an exellent map. Here's why I think so:
+Superb props--orange cones with reflective tape, coffee cup, ashtrays mallets, etc +neat doodads--lots of breakable panels, momentary rot buttons that trigger stuff, hiddent blocks are there to climb into some stuff and other nice mini puzzles. +nice use of sprites throughout +the outdoor portion looks superb, but i'd make the containers climbable. +lol breakroom with picnic tables.
and tons of other stuff I'm sure I've forgotten.
This map could easily be a 5 with some pruning and tweaking. In it's current state it's probably only worth a 3, but I'm going 4 because all the work, attention to detail, and general great quality of stuff throughout.
Commented 18 years ago2005-12-28 23:39:17 UTC
in vault item: PoltergeistComment #10286
K. finally got around to reviewing this...
+Deatail work outside was great--shutters varied, fence, lamps, porch railing, cute shrubbery, all very nice. +Nice ambience and fog outdoors, to go with the env_rain. -some face splitting in the outgrounds: where the soil meets the fence, looking away from the house front right, there is a big diagonal one, and in the bloody cross birdbath -neat jesus model +Lots of nice dark places--perfect nightvision map! +many routes to the basement an d the hosties which is really nice! +The Foyer is spectacularly done, but could possibly to with some "nicknacks, or paintings, couches, curtains etc. Still, really nice as is. +Blood puddles/pentagrams/scary paintings are a nice touch. You might make the blood puddles not so uniformly round though, and could you incorporate a sprite rendered almost translucent with the spooky paintings to make them ever spookier perhaps? -Glass out front doesn't break, but you can still shoot through it so that's cool. +View from atop the balcony is excellent! Well done! -bathroom has some great detail, but could use a bit more imo. I love how jumping in the tub kills you! you might consider adding a window to the bathroom too, and when you look out, something scarry happens... +Nice message in the master bedroom! Beautiful brushwork! Bed is scaled a little big. Nice ambience with the tv. Nice detail items, but like the bathroom could use a bit more imo. +Basement is great, but the layout is a little confusing with no landmarks. All the walls look the same, so it's easy to lose sense of where you are, but this is a house of horrors, so I guess that's ok Washer and dryer pwn! +Nice Easter egg!
An excellent map, your best so far imo. Great ambience, texturing, architectue, and detail in most places. I would love to play this map on a server.
Commented 18 years ago2005-12-28 01:07:18 UTC
in vault item: Covanant Shade turretComment #10281
Yeah, I have the same problem with my "battlefront turret" map. I wanted the laser beams to "cycle" downrange, not appear in one beam. I used a different sprite make it look like "- - -" instead of "---", but it still doesn't "move" as it should.
Might be able to fix it with a custom scrollin sprite, but I'm not sure. <rowleybob PMs Rimrook to ask> You could also use a env_shooter, but you wouldn't be able to rotate the turret
Commented 18 years ago2005-12-26 15:59:42 UTC
in vault item: Example Moving Ladder V.4Comment #10270
I tried all the differen't hull size values, in the shape of a ladder and stairs, but to no avail. It seems whatever shape you build the pushable in, it sort of puts an invisible "bounding box" around it, so you can't ascend/decend normally.
Pushing is also a problem. Of course you have to put up some sort of "rails" to keep it from pushing wildly accross the room. You also have to make the space really large, otherwise the pushable won't move.
If you have some more insight about this, please let me know
Bratteh said he did it another way besisdes using pushables and door/ladders. I can't wait to see it
Commented 18 years ago2005-12-24 22:43:46 UTC
in vault item: de_mini_skyturretComment #10263
Um, I did play it, just not with other people on as server, you asshole.
If you're unwilling to take criticism, you will never improve...youour loss.
And to give nothing but harsh sarcasm, to someone who bothers to take time to play and comment on your map?! Well don't worry, because it won't happen again.
Commented 18 years ago2005-12-20 22:58:15 UTC
in vault item: ApprehensionComment #10183
I'm not sure If Elon and I played the same map, because I thought the ambience was excellent, and the layout was a bit confusing at first, but once you got the concept of entering the mini control rooms, and unlocking doors, it was ok.
I don't really know what to suggest for this map, I thought pretty much every are was covered very well.
My favourite room was the "break room", which looked excellent. I especially liked the way the overhead lights were done, and just the design and texturing were perfect for that room!
I played this in regular half-life so i'm sure a lot of things didn't work properly, but it was still great.
Some more random thoughts:
+loved the trigger that made the car flip over and spill the radio waste--or was that just another part of the map?!
+loved the little garage with the toobox
-Nice func_tanks, but I would turn down the pitch/yaw rate a little, that IS a .50 cal remember, and it would be too heavy to move around so fast.
+that area with the func_tank .50 cals looked superb also.
-Was it possible to unlock the door with the retinal scanner?
Commented 18 years ago2005-12-20 19:50:08 UTC
in vault item: The Arena - Room 1Comment #10180
@Elon: Yeah, I sort of combined the last two, since they were both easy enough to not be considered traps. I didn't realize I did it until I noticed everyone had 6 and I had only 5 trap reviews--If only there was edit for the MV!
Commented 18 years ago2005-12-20 07:59:33 UTC
in vault item: The Arena - Room 1Comment #10157
This map was so awsome, I crapped my pants! Why are you morons talking about lighting and crap. the whole point of this map was navigating the traps--which all 'looked' really nice btw lol.
The first one took me the longest. I recognized the pattern fairly quickly, but kept over/under jumping. This one took me like 15 minutes and was beautifully done imo. Did you have a method to create a navigable route, or did you use trial and error? I can't think of any way to improve this one except maybe space the boxes farther apart perhaps, and widen the start portal--Unless you did that purposely to encourage the wrong path.
The second seemed the hardest at first, but turned out to be the second easiest. Well, easiest if walking on the edge of the hammers was the primary solution. Was it possible to walk through the middle and not get pwned?
The third was nice and simualted ice pretty well. Funny too if you hit the railing you'd bounce into those damn monsters. This trap took me the second longest to complete.
The fourth made me almost puke, but was pretty easy. Which wasn't a bad thing imo. If you make them too hard, most people will noclip. I just jumped from the first to the 3rd merry-go-round, vomited, and jumped on the ledge They were nicely constructed too btw!
The fifth was arguably too easy, but a nice way to end it imo. End it on a light note, and who really cares, because your resident evil laser beams pwned all.
5 stars for gameplay/trap contstruction. I didn't really notice anything else.
Great Job, and another smart, inventive map by alexb911! The readme was most funny btw too
quote: The first 'puzzle' SUCKED! I had to noclip ffs..
I guess it sucked because you're a fucking moron, tool. 3 stars my fucking ass... 3 stars for your mom, maybe.
Commented 18 years ago2005-12-19 16:27:05 UTC
in vault item: Five More Ways to DieComment #10140
Some things were nicer than the original--"You chose well," better texturing, better presentation overall--and lighting, but imo you forgot what made the firstone so good, which were the traps.
Pretty much all these traps were falling to death--"pwned" was a nice touch though, or just not very imaginative imo.
+that you could move backward to previous traps
+that trap 4 was escapable--were any more?
+voice was a nice touch
-boring to play compared to the first one.
-traps need to be more elaborate imo
-Part II should have had a vertical layout or different setting altogether imo.
Commented 18 years ago2005-12-19 16:06:24 UTC
in vault item: de_mini_skyturretComment #10139
4 stars? Not in any universe I'm aware of...[/rant]
An improvement from v 1.0, but not much I'm afraid...
At least there is 2 bomb sites so i suppose you can call it a DE map, but this is still an FY map, you just took out all the guns.
Textures are pretty bad, if not aligned well. Turret windows look plain...really plain and make me sad. I would recommend a border of some kind, a ledge, some goddamn thing
In fact, I would recommend that you scrap this idea unless you come up with a better "hook" for it. I have never played this on a server and I neve would in it's current state.
+death cry
+wind sounds
-pretty much everything else--sorry.
I'l forgoe a formal rating, since I never played it MP.
Good point. You could use renders with multiple sections, like the progress bar in my battlefront turret map--though when I wrote those comments, I didn't realize what you were talking about
Commented 18 years ago2005-12-17 17:46:53 UTC
in vault item: Battlefront TurretComment #10091
That's how it happens in the actual game, though.
You hold your fusion cutter on the icon--this is were I tried using a momentary rotating button, but it was buggy--, while a progess bar on your HUD advances until it's finished.
Commented 18 years ago2005-12-16 17:55:57 UTC
in vault item: REE_TARDComment #10082
Some pretty creative traps, and funny things, otherwise ok.
I liked the one where you jump in the hole, and the floor starts coveyoring away, then another brush comes out to squish you, so the only way to escape is to jump down another hole.
Which leaves you safe for a moment, until the top starts closing to seal you in lol.
This comment was made on an article that has been deleted.
Commented 18 years ago2005-12-13 17:55:59 UTC
in vault item: Halo UNSC Scorpion TankComment #10062
edit: maybe instead of adjusting the pitch/yaw range, you might also make the tankmortar "not solid" ; This way, it can't get you stuck. I've never tried it, but it may work.
Commented 18 years ago2005-12-13 17:39:54 UTC
in vault item: Alternate HEV suitComment #10061
Another nice Example. Great architecture for the little example room btw too.
Some things you might add:
-Make the paths for your distribution match the game, so it's easier for the user to properly load the map; models/player/Halo/halo.mdl for example. You had it, you just omitted the 'player' subdir.
-I edited your .map file to contain a 'vanity' mirror, which was just a func_button that employs a camera, so you can look at the model 3rd person.
Commented 18 years ago2005-12-13 16:03:44 UTC
in vault item: Halo UNSC Scorpion TankComment #10060
An amazing example of the Func_tankmortar! Beatifully and carefully constructed! I played this for like an hour--using CS!--to practice destroying the tank's driver with an AWP and grenade. Simply excellent!
The only thing I might change, is the tanks yaw/pitch range when you have user control, as you can getstuck if the barrel runs into you.
+Nice music Raidohead Idioteque <3
-large absense of ambience elsewhere
+Great buried things and crumbled archaeological structures
-maybe add some digging tools, and some aztec-style lights for the dig
-some stuff scaled crazy big outside
-sand dunes above could be more creatively constructed
+good weapons placement
This is well done, especially for a beginner map, but still much room for improvement.
Looking forward to seeing more material from you!
3 stars
I realized this is an example map, but you could trigger sound and/point light when you cross the gravity threshold to spruce it up a bit perhaps.
Nice job!
Telling!
Please pm me if you fix, cause i'd like to play it!
great name too...lol he said teabag...
Beautiful texturing and construction througout. Lighting is mostly ok, but perhaps a little "bland" in general throughout. Ambience is fine in some places--water treatment area water fall sound, but pretty much lacking everywhere else.
The really big problem I have with this map though, is that it's WAY too complex to be a CS map, and it's a little too big also imo. Those things notwithstanding, this is an exellent map. Here's why I think so:
+Superb props--orange cones with reflective tape, coffee cup, ashtrays mallets, etc
+neat doodads--lots of breakable panels, momentary rot buttons that trigger stuff, hiddent blocks are there to climb into some stuff and other nice mini puzzles.
+nice use of sprites throughout
+the outdoor portion looks superb, but i'd make the containers climbable.
+lol breakroom with picnic tables.
and tons of other stuff I'm sure I've forgotten.
This map could easily be a 5 with some pruning and tweaking. In it's current state it's probably only worth a 3, but I'm going 4 because all the work, attention to detail, and general great quality of stuff throughout.
Great job!
4 stars
+Deatail work outside was great--shutters varied, fence, lamps, porch railing, cute shrubbery, all very nice. +Nice ambience and fog outdoors, to go with the env_rain.
-some face splitting in the outgrounds: where the soil meets the fence, looking away from the house front right, there is a big diagonal one, and in the bloody cross birdbath
-neat jesus model
+Lots of nice dark places--perfect nightvision map!
+many routes to the basement an d the hosties which is really nice!
+The Foyer is spectacularly done, but could possibly to with some "nicknacks, or paintings, couches, curtains etc. Still, really nice as is.
+Blood puddles/pentagrams/scary paintings are a nice touch. You might make the blood puddles not so uniformly round though, and could you incorporate a sprite rendered almost translucent with the spooky paintings to make them ever spookier perhaps?
-Glass out front doesn't break, but you can still shoot through it so that's cool.
+View from atop the balcony is excellent! Well done!
-bathroom has some great detail, but could use a bit more imo. I love how jumping in the tub kills you! you might consider adding a window to the bathroom too, and when you look out, something scarry happens...
+Nice message in the master bedroom! Beautiful brushwork! Bed is scaled a little big. Nice ambience with the tv. Nice detail items, but like the bathroom could use a bit more imo.
+Basement is great, but the layout is a little confusing with no landmarks. All the walls look the same, so it's easy to lose sense of where you are, but this is a house of horrors, so I guess that's ok Washer and dryer pwn!
+Nice Easter egg!
An excellent map, your best so far imo. Great ambience, texturing, architectue, and detail in most places. I would love to play this map on a server.
Great job!
5 stars
I used a different sprite make it look like "- - -" instead of "---", but it still doesn't "move" as it should.
Might be able to fix it with a custom scrollin sprite, but I'm not sure. <rowleybob PMs Rimrook to ask> You could also use a env_shooter, but you wouldn't be able to rotate the turret
Great job!
Also, I had no idea you could use chargers/medkits in CS!
Welcome back Tlax!
<rowleybob prays to the TWHL god for edit on map comments
Pushing is also a problem. Of course you have to put up some sort of "rails" to keep it from pushing wildly accross the room. You also have to make the space really large, otherwise the pushable won't move.
If you have some more insight about this, please let me know
Bratteh said he did it another way besisdes using pushables and door/ladders. I can't wait to see it
If you're unwilling to take criticism, you will never improve...youour loss.
And to give nothing but harsh sarcasm, to someone who bothers to take time to play and comment on your map?! Well don't worry, because it won't happen again.
As I said before, 2 stars.
2 stars my ass Zombiewhore!!!!
A map of this quality with so many great things--not least of which a 1st-place compo winner--doesn't deserve a 2-star rating and you know it!
Jealous much? Take some more anti-depressents, and then rate this again
I don't really know what to suggest for this map, I thought pretty much every are was covered very well.
My favourite room was the "break room", which looked excellent. I especially liked the way the overhead lights were done, and just the design and texturing were perfect for that room!
I played this in regular half-life so i'm sure a lot of things didn't work properly, but it was still great.
Some more random thoughts:
+loved the trigger that made the car flip over and spill the radio waste--or was that just another part of the map?!
+loved the little garage with the toobox
-Nice func_tanks, but I would turn down the pitch/yaw rate a little, that IS a .50 cal remember, and it would be too heavy to move around so fast.
+that area with the func_tank .50 cals looked superb also.
-Was it possible to unlock the door with the retinal scanner?
Great stuff!
5 stars imo!
I wrote a review for this previously, an saved it, but can't find it. So here is the "short list" of my likes/dislikes:
++Fav. part was the bullet holes w/fade through the ventilation HVAC duct!
+Architecture/layout were awsome
++PROPS and detail work was perfect--WINE BOTTLE WITH FALLING CORK!
+Lighting and texturing were great.
--mod format no workie/still not in mod format--yes, I red the intro...
-falling off the cliff 50,000 times was pretty annoying
Otherwise this was nearly perfect. Beautiful and inventive work.
5 stars
Thanks for clarifying that for everyone.
The first one took me the longest. I recognized the pattern fairly quickly, but kept over/under jumping. This one took me like 15 minutes and was beautifully done imo. Did you have a method to create a navigable route, or did you use trial and error? I can't think of any way to improve this one except maybe space the boxes farther apart perhaps, and widen the start portal--Unless you did that purposely to encourage the wrong path.
The second seemed the hardest at first, but turned out to be the second easiest. Well, easiest if walking on the edge of the hammers was the primary solution. Was it possible to walk through the middle and not get pwned?
The third was nice and simualted ice pretty well. Funny too if you hit the railing you'd bounce into those damn monsters. This trap took me the second longest to complete.
The fourth made me almost puke, but was pretty easy. Which wasn't a bad thing imo. If you make them too hard, most people will noclip. I just jumped from the first to the 3rd merry-go-round, vomited, and jumped on the ledge They were nicely constructed too btw!
The fifth was arguably too easy, but a nice way to end it imo. End it on a light note, and who really cares, because your resident evil laser beams pwned all.
5 stars for gameplay/trap contstruction. I didn't really notice anything else.
Great Job, and another smart, inventive map by alexb911! The readme was most funny btw too
quote: The first 'puzzle' SUCKED! I had to noclip ffs..
I guess it sucked because you're a fucking moron, tool. 3 stars my fucking ass... 3 stars for your mom, maybe.
Please include BSP and I'll check it out again if you want
I know it's not a big deal, but then it shouldn't be a big deal to include it either[/rant]
And this way you don't have to listen to me whine
Pretty much all these traps were falling to death--"pwned" was a nice touch though, or just not very imaginative imo.
+that you could move backward to previous traps
+that trap 4 was escapable--were any more?
+voice was a nice touch
-boring to play compared to the first one.
-traps need to be more elaborate imo
-Part II should have had a vertical layout or different setting altogether imo.
An improvement from v 1.0, but not much I'm afraid...
At least there is 2 bomb sites so i suppose you can call it a DE map, but this is still an FY map, you just took out all the guns.
Textures are pretty bad, if not aligned well. Turret windows look plain...really plain and make me sad. I would recommend a border of some kind, a ledge, some goddamn thing
In fact, I would recommend that you scrap this idea unless you come up with a better "hook" for it. I have never played this on a server and I neve would in it's current state.
+death cry
+wind sounds
-pretty much everything else--sorry.
I'l forgoe a formal rating, since I never played it MP.
2 stars
Thanks! BTW!
You hold your fusion cutter on the icon--this is were I tried using a momentary rotating button, but it was buggy--, while a progess bar on your HUD advances until it's finished.
Everything looked decent, but could prolly due with a bit more detail work inside and out, or perhaps some better textures.
+snow hills
+YAI Christmas sprites!
-Not one wrapped present inside
+Train on the bridge
+really liked the new hostie room!
I really want to give this 4 stars--especially becuase it's assault--, but I'm afraid I can go only 3 in it's present form.
Nice job!
I liked the one where you jump in the hole, and the floor starts coveyoring away, then another brush comes out to squish you, so the only way to escape is to jump down another hole.
Which leaves you safe for a moment, until the top starts closing to seal you in lol.
Sorry 'bout all the comments! But a really great job!!!
Some things you might add:
-Make the paths for your distribution match the game, so it's easier for the user to properly load the map; models/player/Halo/halo.mdl for example. You had it, you just omitted the 'player' subdir.
-I edited your .map file to contain a 'vanity' mirror, which was just a func_button that employs a camera, so you can look at the model 3rd person.
Did you make/port the model? Looks Sweet!
Nice Example!
The only thing I might change, is the tanks yaw/pitch range when you have user control, as you can getstuck if the barrel runs into you.
Really great job!
A very nice job except, i would change 3 things:
1. move the controls forwad and raise them a bit, so you can "sit" on the chair and fire the laser
2. Build a small platform, so it's easier to get on the thing.
3. Make the beam wider so it's easier to see.
I've actually made all these improvements from the .map file included in your distribution. If you'd like, enable upload and I'll send it.
Really nice job though, those things notwithstanding.
Nice job. Quite amazing for a first map.
I agree that maps such as these probably would be better placed in the "Example" section.
Went to VERC to check out the floor tutorial, and I was blown away at the great tutorials there! I guess I live under a rock