Comments

Commented 19 years ago2005-06-01 18:36:38 UTC in vault item: de_dist Comment #7533
Played it briefly, seems well done for what it is.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-06-01 17:56:15 UTC in vault item: aim_mbn Comment #7531
Nice Remake! Is it possible to jump from the crates to the retaining wall, or must you use the dark corridor?
Commented 19 years ago2005-06-01 17:22:23 UTC in vault item: l33t: Conclusive Analysis Comment #7530
I will release the rmf soon...
Awsome and thanks!
Commented 19 years ago2005-05-24 19:11:53 UTC in vault item: 1cagematch Comment #7424
Neat idea. I will try it later.
Commented 19 years ago2005-05-24 19:11:31 UTC in vault item: Wildwest Shootout Comment #7423
I played this map b4 and it was very good.

The subterranean tunnels reminded me of the second Indiana Jones movie, when they were riding the mining carts.
Commented 19 years ago2005-05-24 19:05:00 UTC in vault item: cs_militia_pure_b1 Comment #7422
HL2 no fair :(
Commented 19 years ago2005-05-22 20:13:49 UTC in vault item: Magasan a legjobb Comment #7393
+env_shooter for elevator debris
+the door hanging by a thread--func_door_rotating?

Interesting map, but 5 stars it is not. Also, the biggest ladder i've ever seen on a half-life map! :)

Neat job.
Commented 19 years ago2005-05-22 20:05:37 UTC in vault item: Key Card and Dead Bolt Doors Comment #7392
And no screenie!

-750 forum pts
Commented 19 years ago2005-05-22 20:01:41 UTC in vault item: l33t: Conclusive Analysis Comment #7391
Should've said:

Move the top edge of big cylinder thingy--at the center of the room-, so it's closer to the ceiling, and looks more correctly aligned.
Commented 19 years ago2005-05-22 19:52:28 UTC in vault item: l33t: Conclusive Analysis Comment #7390
Nicely done. Would you consider releasing the rmf, so we can see how you did some of the stuff?;)

For starters, did you use env_shootters for the thingies--sprites?--shooting out of the crystal when it touches the env_beams/lasers?

Great sequences and architecture, as usual. Only too criticisms/suggestions:

-Clip in front of the blue and red pipes, so you don't walk up them like stairs.
-Move the center of the big cylinder thingy in the center of the room closer to the ceiling. I looks off center currently, imo.

Otherwise, very fun and of course...1337!
Great job, 1000 pts
Commented 19 years ago2005-05-22 19:27:07 UTC in vault item: HL2 door for HL1 Comment #7389
Neat example, but sloppily made. Texturing just a little better, and other little things, like aligning the door handle, would have been nice too.

But it works so gj!
Commented 19 years ago2005-05-15 01:20:55 UTC in vault item: de_rocket Comment #7276
Great architecture. Agree with Jaardsi about the layout. Great use of sprites an the dome was really cool!
Commented 19 years ago2005-05-15 01:17:39 UTC in vault item: de_sahara Comment #7275
Truly awsome map. The sand outside looks so real! Liked the Ambience and the tumbleweed as well!

Really great job!
+1000 pts
Commented 19 years ago2005-05-15 01:02:55 UTC in vault item: surf_vlr Comment #7273
I must agree with ZL.
Commented 19 years ago2005-05-15 01:01:13 UTC in vault item: dm_surrender Comment #7272
This is HL2? If it's 1, it looks pretty good!
Commented 19 years ago2005-05-08 14:29:19 UTC in vault item: Cathedral compo13 Comment #7189
Would you be willing to write a tutorail on advanced brushwork? I have not a clue how you did those ceiling struts without making invalid brushes!
Commented 19 years ago2005-05-08 14:26:00 UTC in vault item: cs_streetcrisis Comment #7188
Nice job overall!

+Well constructed and carefully textured
+Nice layout
-Your beds are causing face-splitting on the floor. To fix, lift them off the floor 1 unit or make them func_walls.
-The house and hostie area are scantily decorated, they don't look real
-outside, add a trafic light, or some sign or toll booth models.

Overall pretty solid job. There is also some face splitting @ the manhole cover, but I'm not sure why, considering it's a func_wall.
Commented 19 years ago2005-05-07 20:50:41 UTC in vault item: Complex Comment #7181
Interesting, if not plain. I loved the pop machine with the rocket launcher though. That big column thingy was alright too.

How do you get the rail gun out of the glass?
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Commented 19 years ago2005-05-07 20:37:16 UTC in vault item: Rotation Comment #7179
Also great Gyro thing...just like the movie Contact.
Commented 19 years ago2005-05-07 20:34:53 UTC in vault item: Cathedral compo13 Comment #7178
Exquisite architecture and good texturing. Ever consider doing a complicated brushwork tutorial.

Amazing map, great job!
Commented 19 years ago2005-05-07 17:08:03 UTC in vault item: Five Ways to Die Comment #7176
I agree. I enjoyed playing very much.
Commented 19 years ago2005-05-06 14:43:16 UTC in vault item: HL Dance Comment #7166
"looks like you'll be shaking some ass tonight..."

Really cool, ans I liked the help room, the voices, everything, until you get to the dance 'chamber.' I couldn't get it to work. :(

What text to speech engine did you use?
Commented 19 years ago2005-05-06 14:40:42 UTC in vault item: Rotation Comment #7165
the 8? blue holo cube thing was amazing. I sat there and just stared at it for at least 5 minutes...really cool!

How did you do it? I've tried building stuff like that out of world brushes, and I always get that "max leaf faces" error.
Commented 19 years ago2005-05-06 14:16:40 UTC in vault item: Burrowing Headcrabs Comment #7164
Very clever! Another nice example map.
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Commented 19 years ago2005-05-06 05:35:53 UTC in vault item: Five Ways to Die Comment #7155
Is/was this your compo map?
Commented 19 years ago2005-05-06 05:35:23 UTC in vault item: HL Dance Comment #7154
Seems interesting, will check later.
Commented 19 years ago2005-05-06 05:34:59 UTC in vault item: Rotation Comment #7153
Looks interesting, will check later.
Commented 19 years ago2005-05-06 05:29:15 UTC in vault item: Mobius Strip Half-Life Comment #7152
Thank you!

Buhbye!
Commented 19 years ago2005-05-06 05:26:59 UTC in vault item: map_house Comment #7151
I've never been able to get the -wadinclude to work. :(
Commented 19 years ago2005-05-06 05:23:41 UTC in vault item: Destroyable Mines Comment #7150
I wasn't sugarcoating. This map is very well constructed, believe me. You should see some of the junk people -including me- upload!
Commented 19 years ago2005-05-05 02:39:19 UTC in vault item: momentary_door & momentary_rot_button Comment #7139
I tried the mini sky brush 'round the rope, but no dice. I tried other things, but also no workie. For now, I just put a box around it that closely resembles the sky. Maybe fading it using texture/200's might make it blend better.

Ty for comments!
Commented 19 years ago2005-05-04 00:46:36 UTC in vault item: Destroyable Mines Comment #7122
+Beautifully constructed and textured
+Cool trench layout
+Cool breakables (bunker after explosion)
+And of course, nice mines!
Commented 19 years ago2005-05-04 00:43:37 UTC in vault item: cs_dea4 Comment #7121
Great map that is well construckted throughout, especially the boardroom imo. Full of nice prefabs and nice effects--vent fan, metal detector.

But, like your shipping map, there are many doors that don't go anywhere and too many in genearal imo. Remember this is a CS map, not real life. The first 3 floors are too repetative, and though in real life this is exactly how real builing layouts are constructed, again, this is a CS map.

To sum up, a beautifully constructed map, but way to 'busy' for a good Counter-strike map.
Commented 19 years ago2005-05-02 22:35:29 UTC in vault item: Gyradell: Human Absence Comment #7114
When you walk in walk in the windy room, you can see the seperate brushes of the of the windy conveyor matrix. Sorry if that isn't any clearer, but I don't know how else to say it.

Puting a brush--tied to func_illusionary turned pepindicular to the convyeors and wide enough for the entire room, may hide the gridwork.

It's really a minor thing, just thought it might improve it a little.
Commented 19 years ago2005-05-02 22:04:14 UTC in vault item: DE_Shippingyard Comment #7113
+Architecture, texturing, design
+Nice prefabs!
+Lighiting in general
-Too mandy doors that go no where
-Ladders in shipping bay you cannon climb :(

Nice map, but not for cs in my opinion. I would advise modifying to be better suited for cs, or make it a DM map.

Nice Job overall!
Commented 19 years ago2005-05-02 00:28:17 UTC in vault item: func_tankrocket Comment #7101
Try compiling atom's example stock and see if it works. If it dosen't, something is most likely awry with your configuration.
Commented 19 years ago2005-05-02 00:15:20 UTC in vault item: Armoury Comment #7100
Really nice job!! I'm going to try to make a cs version for one of my maps...eventually. :P
Commented 19 years ago2005-05-01 23:50:32 UTC in vault item: Gyradell: Human Absence Comment #7099
I can't decide which sprite is better, but they both look pretty damn good. One more comment/suggestion too regarding the 'windy' room. If you put a brush tied to func_illusionary below your feet, perpindicular to the func_convyeyors running up and down, would that eliminate or lessen being able to see the indivudal convyeor brushes?
Commented 19 years ago2005-05-01 02:22:36 UTC in vault item: Guidance Comment #7090
The outside was great, the inside was terrible: scaled improperly and bland. No castle that size would have corridors so tiny and low ceilings!

Nice fire sprite and ambients too!!

Overall, visually stunning, if not complete.
Commented 19 years ago2005-05-01 02:14:46 UTC in vault item: tfr_aztec Comment #7089
says modname sprites\ikgrass.spr not available. Will this work with steam only?
Commented 19 years ago2005-05-01 01:54:03 UTC in vault item: Bunkers Comment #7088
Neat. Agree with the rocks, but a neat, symmetrical idea indeed!

+good performance for such a big thing.
-bunkers need more props

Maybe even ham it up a bit, and put signs saying:

Carnage, This way!======>>>>>
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Commented 19 years ago2005-05-01 01:33:19 UTC in vault item: Respite Comment #7086
Wow, Looks really nice!
Commented 19 years ago2005-05-01 01:16:00 UTC in vault item: Annopus Comment #7085
Beautifully constructed and textures...simply beautiful!
I can't find anything about this map I don't like...
+10000 pts
Commented 19 years ago2005-05-01 00:14:25 UTC in vault item: Gyradell: Human Absence Comment #7081
Wow, I didn't know the clip brush did that either...very cool!

Ok, for the map, one of your most interesting yet IMO. The subtle fog effects inside were flawless, and the wind tunnel room was also quite amazing. The rest of the map kinda paled in comparison.

One thing I've noticed with a lot of your maps is you tend to stick to a pretty limited palette all the way through. Though this makes the map blend, flow together, and transition better, it's sort of tedious after while IMO.

Maybe an off color hear or there to mix it up??

Overall, really good. Againe, I was blown away by the fog/haze sprites in this map....perfect!
Commented 19 years ago2005-04-30 21:17:32 UTC in vault item: func_tankrocket Comment #7077
Please strike my last...

Now, what I should be telling you is to go through Atom's tutorial again, but I will not. You pretty much got it right excepth for a couple of things.

First, because you have the tank pointed 180?, you need to put the tank controls on the opposite side of your tank--just like atom's.

For the sound issue, you need to adjust your multimanager. I've been told never to set any multimanager value to zero, as this can cause weird errors. Instead, make the value .001 if you want the event to occur right away.

And if you want rockets instead of bullets to come out the business end of your tank, you need to change the enity from func_tank to func_tank rocket.

After that, change the rate of fire and other misc. settings to you liking.

Func_tanks can be a little tricky at first, but they're really not so bad when you get down to it. Good Luck!
Commented 19 years ago2005-04-30 20:37:53 UTC in vault item: func_tankrocket Comment #7076
You should move this to the 'problem map' section. Go to 'edit' and then change the location to the problem section.