Commented 17 years ago2007-11-13 17:30:55 UTC
in vault item: IvyComment #15977
Invest some time into working on cliffs and rocks. Not actual mapping but try some experiments. There's something about your last two maps, Ivy and DM_Cliff, that have something about the organic tone to them.
If you need help with the compiler to output smoother lighting, let me know.
Commented 17 years ago2007-11-13 16:20:15 UTC
in vault item: IvyComment #15972
+ Action. I like Action. Wasn't boring to look at. + Beginning. I like that crate that opened up. + Extra points for natural setting. + Awsome organic brushwork. Tweak your compile settings, mostly rad, to smooth out the lighting and make the rocks look round. + Don't let the bad stuff fool you, this map has a lot of interesting layout uses and brushwork to go with it, as well as necessarily detailed without being too over the top.
= Little confused about where I was supposed to go after a short while. = Ending... 'tis funny.
- Texturing. Hunt out some good ones on the internet and learn to edit them to your liking. Might help with blending the features of the map together.
Commented 17 years ago2007-11-13 16:13:18 UTC
in vault item: Ka_NaglisComment #15971
Geez, are you guys friggin blind? This map is the cleanest and nicest looking out of many in the vault. Though its small, it has a charm and level of detail that surpasses the intermediate mapper.
Commented 17 years ago2007-11-13 16:09:51 UTC
in vault item: dm_particleComment #15970
+ Amazing detail, like the shadows and furniture. + Textures were nice, I don't think I recognized them. + Layoutlolzorz.
= Maybe a bit too dark. I had to flashlight to get around sometimes. = Exit signs could illuminate the doors. I couldn't always find them or know if they opened.
- Not enough ambience. An easy fix for interior spaces with not much going on is to take the exterior sounds and and muffle them out. Gives the place a depthy feel.
One of my more favorite maps of the compo entries for gldsrc.
Commented 17 years ago2007-09-28 09:12:31 UTC
in vault item: UtopiumComment #15681
Very nice. Lighting was really nice, lots of effort was shown to complete this. I was almost expecting to see another tower on the other side of the map, kinda like a glorified 2fort.
one thing i may say is that the tower is a little hard to get to the top. I had fallen off once and it put me up there.
The gravity lift things were a cery cool idea to move players straight up and down without much trouble.
But like the rest of us, i wish i could play it on a server and see how it fares.
Commented 17 years ago2007-08-15 17:14:43 UTC
in vault item: Tudor StreetComment #15558
Either way, its very nice. The level of detail attention is really good in this map. Its definitely worth the download and all of that.
The landscape was nicely done, but a full compile and some null texturing could clean it up very nicely. Even though it ran sluggishly on my laptop, it was still cool to look at.
Commented 17 years ago2007-07-31 15:54:23 UTC
in vault item: dm_cliffComment #15483
Stuff like "OMG this one texture doesn't match the the side of these stairs..." often get ignored since it takes a clump of minutes to recompile it with the minor changes. A more serious thing would be "zOMGzorzozez! I get stuck in a spawn!" which is worth fixing.
Commented 17 years ago2007-03-19 11:00:07 UTC
in vault item: Ocean TempleComment #14403
Definitely nice enough for some kind of award!
+ Archetecture, texturing, lighting, and overall design was very, very well done.
= Ambiance was kinda off, maybe its just the defaults. Since being in a minimod format, you could have fished up some sounds.
- Could've used a scroll_textures for smoother waterfall animations. - water felt default. with new textures, you could've done up a better texture, not just that, there are better looking ways to apply it.
Commented 17 years ago2007-01-24 23:12:46 UTC
in vault item: OctangleComment #14066
Well, i'll look at it for ya.
I had a brief thought about it too, making a spirit based dm mod. However my mod was a bit different. I was going to use the zero gravity feature to make zeroGDM. (which is like flying around in noclip but you can't go through walls) The maps would take advantage of every dimension, and maps like de_rats would be awsome. I think it would be an insane new twist on the classic deathmatch style.
I usually check to see if a cylinder or arch, or any curve for that matter, slices into a plane that is rather large in size. Sometime when compiling, it can't read the subdivides right, and adding a skip brush that encompasses the problematic corner can fix it.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-05-16 18:19:51 UTC
in vault item: Vital SignsComment #11907
i thought it was too dark. especially for the number of lights you have.
If you want dark maps, try leaving it dark, but add in bright points of light around key areas. This also adds drama, and even tension if the light is flickering.
it was fun, i thought there was a secret above the room with the houndeyes and the crates, but i guess not. I tried jumping up there.
Commented 18 years ago2006-05-09 04:43:40 UTC
in vault item: Double_TroubleComment #11735
+=- time
+ Archetecture, very convincing of a 12th century castle. + Textures, well done and not too squishy this time. + Items and such were in good order. + The round hallway.
= I've seen better light in your 8th release. = Could have mixed your two themes better. Just having seperate rooms with seperate themes doesn't quite impress me. Unless this is what the compo rules were.
- Annyoing echo in the courtyard. It should be a bright reverb, or no reverb at all. Think of your surroundings more when adding these effects and how sound really would bounce off of them. - Ladders. nicely built, but the instant thing was weird. - OK layout. If the under area was all tech and the upper part was castle, that'd be a good mix, or place computer consoles in the lower part to mix it up even more. Maybe elevators instead of ladders, players tend to like quick elevators more anyway.
Once again, polish it off. Take in constructive criticism but pick what you want to change based on it.
Commented 18 years ago2006-05-09 04:22:19 UTC
in vault item: No_PatienceComment #11734
Here's my review + good, = meh, - bad.
+ Awsome archetecture, simple and very effective. + Classicness. + Easy to navigate. + Weapon/items placement and supply. + Ambience, sound, an lighting were all avidly done.
= Null would polish this map off perfectly. = Some textures from dod, but i don't mind, everyone takes something from something.
- The double ladders that go up put you nearly out of the map. - Also, that top area need higher walls so player don't jump and see outside the map, exposing some of the lower areas of the map. - Noticeably bad squashed textures. If you goning to scale, try keep them proportionate.
Overall, it has flaws that would easily be fixed. Put some shine on this map and hope it shows up on the TWHL server
Commented 18 years ago2006-04-24 00:35:28 UTC
in vault item: aim_ag_texture_towersComment #11570
"there are more noobs than in CS1.6" most moved to source probably.
Xyos, did you make him leave or something?
TWHL doesn't mind the fy_stuff and the aim_that. We get alot of it, while a map like de_alienspacestationcombinechaos_hdr is well deserving of good rating and attention.
Commented 18 years ago2006-03-20 14:44:11 UTC
in vault item: sol_arenaComment #11316
I love old skool maps.
Try cleaning up the trims and clipping the windows. Also might that the whole outside is being drawn. I think it was sky boxed or something. The first thing i did was fall out the window and was forced to restart.
Tweak these and you have a very nice and deserving 5 star map, by my rulebook.
Commented 18 years ago2006-03-20 14:29:47 UTC
in vault item: Halo 2 ElongationComment #11315
This is my favorite Halo 2 map. I could be harsh, but i won't.
It felt small compared to how the Halo 2 one feels. Maybe select everything and transform-scale.
Also, the boxes need to be larger, or delete every other one so you can easily run between them and on both sides of them. Also, you can teleport trains by selecting a flag for it, try this instead of having them travel beneath the map. The r_speeds are a bit icky. Less boxes will cut that down and you'll be in business.
Pretty good Remake
A few tweaks and it could be a really awsome map. otherwise it's a 3 star.
will check it out later.
http://m0px.net/rimrook/helloftires.jpg
If you need help with the compiler to output smoother lighting, let me know.
+ Beginning. I like that crate that opened up.
+ Extra points for natural setting.
+ Awsome organic brushwork. Tweak your compile settings, mostly rad, to smooth out the lighting and make the rocks look round.
+ Don't let the bad stuff fool you, this map has a lot of interesting layout uses and brushwork to go with it, as well as necessarily detailed without being too over the top.
= Little confused about where I was supposed to go after a short while.
= Ending... 'tis funny.
- Texturing. Hunt out some good ones on the internet and learn to edit them to your liking. Might help with blending the features of the map together.
FIVE STARS YOU ASSHOLES!
+ Textures were nice, I don't think I recognized them.
+ Layoutlolzorz.
= Maybe a bit too dark. I had to flashlight to get around sometimes.
= Exit signs could illuminate the doors. I couldn't always find them or know if they opened.
- Not enough ambience. An easy fix for interior spaces with not much going on is to take the exterior sounds and and muffle them out. Gives the place a depthy feel.
One of my more favorite maps of the compo entries for gldsrc.
+ great idea
+ stuck to the layout retardedly well
= Every light is a lamp, no light fixtures?
= Some dodgey clipping
- Silent map, no ambient sounds. Kinda nubbish for a compo map
Overall, very impressive! given the complexity of the layout.
http://m0px.net/rimrook/compo24_deathan.zip
I'll rate it 1 to 5 when I get home.
just have to make this comment...
YOU MAPPED A WHOLE FUCKING ISLAND!
five*'s
one thing i may say is that the tower is a little hard to get to the top. I had fallen off once and it put me up there.
The gravity lift things were a cery cool idea to move players straight up and down without much trouble.
But like the rest of us, i wish i could play it on a server and see how it fares.
also, very nice textures
I'm well aware of the gameplay issue in my maps. I've read some books about it to help with 6D. But you'll have to wait.
The landscape was nicely done, but a full compile and some null texturing could clean it up very nicely. Even though it ran sluggishly on my laptop, it was still cool to look at.
Its a good 5* map.
I'll DL it and see for myself tho.
Awsome job! but i'm concerned about your textures.
+ Archetecture, texturing, lighting, and overall design was very, very well done.
= Ambiance was kinda off, maybe its just the defaults. Since being in a minimod format, you could have fished up some sounds.
- Could've used a scroll_textures for smoother waterfall animations.
- water felt default. with new textures, you could've done up a better texture, not just that, there are better looking ways to apply it.
I had a brief thought about it too, making a spirit based dm mod. However my mod was a bit different. I was going to use the zero gravity feature to make zeroGDM. (which is like flying around in noclip but you can't go through walls) The maps would take advantage of every dimension, and maps like de_rats would be awsome. I think it would be an insane new twist on the classic deathmatch style.
Maybe a team should be assembled?
All of it.
(downloadings)
Very nice map, although it could use some texture work.
that's how i do it.
I usually check to see if a cylinder or arch, or any curve for that matter, slices into a plane that is rather large in size. Sometime when compiling, it can't read the subdivides right, and adding a skip brush that encompasses the problematic corner can fix it.
But i kept getting stuck on the rocks quite often. clip brush some to simplify them.
Overall, a very nice map. 4 stars from meh.
If you want dark maps, try leaving it dark, but add in bright points of light around key areas. This also adds drama, and even tension if the light is flickering.
it was fun, i thought there was a secret above the room with the houndeyes and the crates, but i guess not. I tried jumping up there.
Awsome job! I wonder what everyone else did.
will rate later. i'm at school.
+ Archetecture, very convincing of a 12th century castle.
+ Textures, well done and not too squishy this time.
+ Items and such were in good order.
+ The round hallway.
= I've seen better light in your 8th release.
= Could have mixed your two themes better. Just having seperate rooms with seperate themes doesn't quite impress me. Unless this is what the compo rules were.
- Annyoing echo in the courtyard. It should be a bright reverb, or no reverb at all. Think of your surroundings more when adding these effects and how sound really would bounce off of them.
- Ladders. nicely built, but the instant thing was weird.
- OK layout. If the under area was all tech and the upper part was castle, that'd be a good mix, or place computer consoles in the lower part to mix it up even more. Maybe elevators instead of ladders, players tend to like quick elevators more anyway.
Once again, polish it off. Take in constructive criticism but pick what you want to change based on it.
+ good,
= meh,
- bad.
+ Awsome archetecture, simple and very effective.
+ Classicness.
+ Easy to navigate.
+ Weapon/items placement and supply.
+ Ambience, sound, an lighting were all avidly done.
= Null would polish this map off perfectly.
= Some textures from dod, but i don't mind, everyone takes something from something.
- The double ladders that go up put you nearly out of the map.
- Also, that top area need higher walls so player don't jump and see outside the map, exposing some of the lower areas of the map.
- Noticeably bad squashed textures. If you goning to scale, try keep them proportionate.
Overall, it has flaws that would easily be fixed. Put some shine on this map and hope it shows up on the TWHL server
I thought it was rather cool for a detailed use of trains and such. Kinda nicely done.
nice.
most moved to source probably.
Xyos, did you make him leave or something?
TWHL doesn't mind the fy_stuff and the aim_that.
We get alot of it, while a map like de_alienspacestationcombinechaos_hdr is well deserving of good rating and attention.
+1 tree for my mod.
Snatchies
Try cleaning up the trims and clipping the windows. Also might that the whole outside is being drawn. I think it was sky boxed or something. The first thing i did was fall out the window and was forced to restart.
Tweak these and you have a very nice and deserving 5 star map, by my rulebook.
/luffingolskoomaps
It felt small compared to how the Halo 2 one feels. Maybe select everything and transform-scale.
Also, the boxes need to be larger, or delete every other one so you can easily run between them and on both sides of them. Also, you can teleport trains by selecting a flag for it, try this instead of having them travel beneath the map. The r_speeds are a bit icky. Less boxes will cut that down and you'll be in business.
Pretty good Remake
A few tweaks and it could be a really awsome map. otherwise it's a 3 star.