Commented 16 years ago2007-12-17 15:57:38 UTC
in vault item: Black Mesa XmasComment #16113
Well, I liked the maze thing!
I noticed a whole lot of stuff to improve in the main room. There was some overlapping, and the pipe-turn looked a bit weird. Barneys dancing animation was retarded (but made me lol) and there was an invincible brush in front of the mazegame.
The scientist dancing animation made me lol too, good job on that one!
Visually it wasn't very great, but you put some effort into the entity setup and for that I give you 2.5, rounded up to 3.
Commented 17 years ago2007-10-29 13:01:38 UTC
in vault item: pl_snpComment #15883
I liked the gameplay! It didn't feel like portal, which was good in a way even tho I really like the typical portal style.
The stacking puzzle was a nice difference for example.
However, it was a bit too easy, and is it just me, or was that energy ball moving very slowly? I've not yet mapped for portal, but judging by the speed I believe you can edit how fast you want it to move? I would speed it up a bit, becuase it was VERY slow.
As I said, the gameplay was good, but I didn't like the way the map looked. It looked very rushed. The textures was not algined and it was very square.
All in all, I'd say 2.5 which is rounded up to 3
Good job, but can be improved a lot.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-04-04 14:56:28 UTC
in vault item: de_mainframe2_czComment #14568
I didn't include it in my review but if you work this map up. Put in some detail, more arch and fill up the emptyness, it will rock. The firefights was great (I played against bots) The bots behaved OK, but they often got stuck behind the metal-bars in the underground waternetwork. I'm not very familliar with bot nav but there should be a way to make them go around the bars. Ask The hunter, he is good with bots - Source bots and CZ bots are as far as I know pretty much the same.
Commented 17 years ago2007-04-04 11:06:07 UTC
in vault item: de_mainframe2_czComment #14564
Review.
I was matter of fact impressed by this map on the same time as there were many things wich I didn't like.
-The size off the doors was iregular, some doors were huge, some were too small. Try to make one door wich has perfect size, copy it and use it everywere (of course not with the same texture) -U used some prefabs - make ur own instead. -The map was pretty empty -World algined decals (bomb zone B had a reversed B, tutorial on how to fix it here: http://www.twhl.co.za/tutorial.php?id=45 ) -You used lightentities, use texture lights or "texlights". (tutorial on how to use texlights here: http://www.twhl.co.za/tutorial.php?id=54 ) -The ceiling was very low in some areas. -Texturing was pretty bad. -Boxyness
Tho there was quite many bad things I was still impressed by the structure of the map wich was great. You managed to create a quite large map even with height differences and still the map was keeping it together. A large + for that.
+Map structure +Outside area (I liked it, but still it was a bit empty)
2 stars all in all. Keep up the good work.
PS When creating CZ or CS:S maps, remember to include in your description if the map supports bots or not.
Commented 18 years ago2006-10-28 13:14:31 UTC
in vault item: Zelda - Tile PuzzleComment #13359
Coolest shit ever, I can't believe you made it! Also, when I opened the map in hammer and tried to ungroup the multi_trigger group I got a memory error and hammer crashed! ^^ Extreamly nice job, really
Commented 18 years ago2006-10-27 17:10:39 UTC
in vault item: De_SplinterComment #13353
Well, I didn't like this map very well. The outside displacements looked a bit weird. The mountain sides wasn't very,, um, mountainious and you could at bombsite a (?) stand ontop of a crate and see the nodrawtextured top of a peice of mountain.
What I did like was the inside. It was filled with fun stuff and small halls etc, fun fun!
Outside: 2.5/5 Inside: 3.5/5
The inside was a bit empty at some spaces but really, I loved it.
I recall playing this map on a TWHL CSS server (ZLs server wich he shut down perhaps?) and the gameplay was fun.
I noticed a whole lot of stuff to improve in the main room.
There was some overlapping, and the pipe-turn looked a bit weird.
Barneys dancing animation was retarded (but made me lol) and there was an invincible brush in front of the mazegame.
The scientist dancing animation made me lol too, good job on that one!
Visually it wasn't very great, but you put some effort into the entity setup and for that I give you 2.5, rounded up to 3.
Meh!
It was pretty awesome!
Noticed some minor overlapping cases but else it was just amazing!
I mean, the map was huge!
And all those metal bars, woah.
5/5
Sounds great..
No seriously, put some effort into your ideas.
"Just buy weapons and shoot" is not creative, at all.
I'll try it tomorrow then, and then I'll try to make you guys a decent review.
I get 10kb/s... urgh.
I've been looking forward to playing this, but whith that download speed.. sorry :<
It didn't feel like portal, which was good in a way even tho I really like the typical portal style.
The stacking puzzle was a nice difference for example.
However, it was a bit too easy, and is it just me, or was that energy ball moving very slowly?
I've not yet mapped for portal, but judging by the speed I believe you can edit how fast you want it to move?
I would speed it up a bit, becuase it was VERY slow.
As I said, the gameplay was good, but I didn't like the way the map looked.
It looked very rushed.
The textures was not algined and it was very square.
All in all, I'd say 2.5 which is rounded up to 3
Good job, but can be improved a lot.
I believe habboi of all will have good use for this.
So habboi, what did I tell you, hm? Game_ui.
Sun is so much sexier.
It's a bit tricky retriggering an assault every time they are spawned.
Nice example!
It was used in a very short scene in HL2.
The lack of creativety stops me from downloading this map
Put in some detail, more arch and fill up the emptyness, it will rock.
The firefights was great (I played against bots)
The bots behaved OK, but they often got stuck behind the metal-bars in the underground waternetwork.
I'm not very familliar with bot nav but there should be a way to make them go around the bars.
Ask The hunter, he is good with bots - Source bots and CZ bots are as far as I know pretty much the same.
I was matter of fact impressed by this map on the same time as there were many things wich I didn't like.
-The size off the doors was iregular, some doors were huge, some were too small. Try to make one door wich has perfect size, copy it and use it everywere (of course not with the same texture)
-U used some prefabs - make ur own instead.
-The map was pretty empty
-World algined decals (bomb zone B had a reversed B, tutorial on how to fix it here: http://www.twhl.co.za/tutorial.php?id=45 )
-You used lightentities, use texture lights or "texlights". (tutorial on how to use texlights here: http://www.twhl.co.za/tutorial.php?id=54 )
-The ceiling was very low in some areas.
-Texturing was pretty bad.
-Boxyness
Tho there was quite many bad things I was still impressed by the structure of the map wich was great.
You managed to create a quite large map even with height differences and still the map was keeping it together.
A large + for that.
+Map structure
+Outside area (I liked it, but still it was a bit empty)
2 stars all in all.
Keep up the good work.
PS
When creating CZ or CS:S maps, remember to include in your description if the map supports bots or not.
We all do it sometimes.
And some people does it more than others etc etc.
Downloading the map..
Anyways, ain't gonna judge your map after the screenshot..
I will definatly download this and give it a review.
Does it support bots?
I'm guessing no.
I didn't know you could do that either.
It will be come handy - at least it will for me
Some of them are - yes, but why do the same thing when you can do it different and more sexy?
Perhaps in a gigantic map
I'm gonna download this and have a look at it as fast as I get some freetime!
I <3 your examplemaps BJ, FTW!
I laughed my ass off!
Nice job!
Scripted_sequences could be more timed though.
Just one minus, there was a bug at the point where you get the gun.
One of the guns jumped out of reach outside the movable area.
Funny idea.
Not 3 stars btw, but 4 (3.5) mostly because of the cool inside.
Also, when I opened the map in hammer and tried to ungroup the multi_trigger group I got a memory error and hammer crashed! ^^
Extreamly nice job, really
The outside displacements looked a bit weird.
The mountain sides wasn't very,, um, mountainious and you could at bombsite a (?) stand ontop of a crate and see the nodrawtextured top of a peice of mountain.
What I did like was the inside.
It was filled with fun stuff and small halls etc, fun fun!
Outside: 2.5/5
Inside: 3.5/5
The inside was a bit empty at some spaces but really, I loved it.
I recall playing this map on a TWHL CSS server (ZLs server wich he shut down perhaps?) and the gameplay was fun.
2.5 + 3.5 = 6
6/2 = 3.
3 stars it is.
T2: Escaped 1st Try.
T3: Escaped 1st Try.
T4: Escaped 1st Try.
T5: Escaped 1st Try.
After dying once you can prettymuch figgure out how to go because there are only two options.
I then tested all of the traps and it was fun.
I know I've said that before and not done it but this truely seems awsome
Looking good worldcraft20.
...
(I will try it on sunday)
Well, it looks nice!
Why didn't I think of copying them over..
wtf?