Comments

Commented 16 years ago2007-12-30 16:53:52 UTC in vault item: dm_xenofun Comment #16183
damn i was thinking the same idea. glad i didn't go with it :P
will check it out later.
Commented 16 years ago2007-12-08 19:11:26 UTC in vault item: aim_map2005 Comment #16091
not too many crates, though they are overpopulated... just do not, for the love of god, add tires.

http://m0px.net/rimrook/helloftires.jpg
Commented 17 years ago2007-11-13 17:30:55 UTC in vault item: Ivy Comment #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: Ivy Comment #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_Naglis Comment #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.

FIVE STARS YOU ASSHOLES!
Commented 17 years ago2007-11-13 16:09:51 UTC in vault item: dm_particle Comment #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 ago2007-11-13 16:03:37 UTC in vault item: compo24_deathan Comment #15969
+ very good and moody lighting
+ 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.
Commented 17 years ago2007-11-12 23:26:03 UTC in vault item: compo24_deathan Comment #15966
I'll host a mirror for you. Rapid share is faggotry.
http://m0px.net/rimrook/compo24_deathan.zip

I'll rate it 1 to 5 when I get home.
Commented 17 years ago2007-09-28 09:13:43 UTC in vault item: de_mon Comment #15682
finally got around to viewing this map...

just have to make this comment...

YOU MAPPED A WHOLE FUCKING ISLAND!

five*'s
Commented 17 years ago2007-09-28 09:12:31 UTC in vault item: Utopium Comment #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.

also, very nice textures ;)
Commented 17 years ago2007-09-27 09:17:43 UTC in vault item: Utopium Comment #15672
definitely checking it out and restocking my batman-belt with more anti-fanboy spray.

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.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-08-15 17:14:43 UTC in vault item: Tudor Street Comment #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.

Its a good 5* map.
Commented 17 years ago2007-07-31 15:54:23 UTC in vault item: dm_cliff Comment #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.

I'll DL it and see for myself tho.
Commented 17 years ago2007-07-31 15:22:11 UTC in vault item: Unfinished cs_urbanbend Comment #15480
I'll take a look at it.
Commented 17 years ago2007-05-24 16:19:04 UTC in vault item: gg_greek Comment #14979
I'll look at it and give a good description. Be back later.
Commented 17 years ago2007-05-05 23:16:10 UTC in vault item: Under Siege Comment #14801
Hey I liked this alot! I thought it was odd that the player did follow the ground very well when you walk on it. I guess its a wip so whatever.

Awsome job! but i'm concerned about your textures.
Commented 17 years ago2007-05-02 16:44:47 UTC in vault item: Alpestrine Comment #14779
damn, i think that was said with poison garden. I made the same mistake this time again. :(
Commented 17 years ago2007-05-01 17:51:33 UTC in vault item: Alpestrine Comment #14775
Hey, they're not my models. They're from DoD. I dunno why they do that.
Commented 17 years ago2007-04-29 21:43:24 UTC in vault item: Alpestrine Comment #14763
The bsp file didn't have the .BSP extension. I fixed it, so try it now.
Commented 17 years ago2007-04-05 12:44:30 UTC in vault item: dm_greentown Comment #14578
I say fill the area with hills, stones, and random stuff. It could be a good map if it was way more polished off.
Commented 17 years ago2007-03-19 11:00:07 UTC in vault item: Ocean Temple Comment #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: Octangle Comment #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.

Maybe a team should be assembled?
Commented 18 years ago2006-11-20 22:47:09 UTC in vault item: Texas Rangers (Compo 22) Comment #13496
How much wood would a wood chuck chuck if the wood chuck was chuck norris?

All of it.

(downloadings)
Commented 18 years ago2006-10-23 12:41:17 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13313
wow! i'm impressed. this was definitely fun! Although i kinda guessed when i ran all the way back to the lab after aligning the dish. :)
Commented 18 years ago2006-10-21 13:42:20 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13226
Gonna play it tonight. :D
Commented 18 years ago2006-10-09 17:58:20 UTC in vault item: Apocta Comment #13138
Very nice map! It reminds me so much of Unreal Tournament and thats a good thing. Most everything has been said so I won't repeat anything.

Very nice map, although it could use some texture work. :)
Commented 18 years ago2006-09-16 10:47:19 UTC in vault item: de_gp2 Comment #13002
I say make it the prettiest map you can get and leave the text in there. That would be alot more appealing and get you alot more publicity.

that's how i do it.
Commented 18 years ago2006-07-26 17:25:48 UTC in vault item: Invisible Bad surface extents Comment #12669
These sometimes occur for me.

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 ago2006-06-05 01:19:59 UTC in vault item: Gaussfobia Comment #12128
i love the setting in theis map. the hot and cool thing is really neat, and the lighting couldn't be better. Well textured and designed.

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.
Commented 18 years ago2006-05-30 09:12:26 UTC in vault item: awp_farmstead Comment #12079
indeed, it is purdy compared to the other awp maps out there. nice job!
Commented 18 years ago2006-05-29 19:51:19 UTC in vault item: Robot Comment #12062
Corrupt Zip File :(
Commented 18 years ago2006-05-29 19:17:09 UTC in vault item: Robot Comment #12060
missing "target.spr"
Commented 18 years ago2006-05-16 18:19:51 UTC in vault item: Vital Signs Comment #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 ago2006-05-11 05:45:13 UTC in vault item: Compo 20 -noname- final Comment #11763
Holy Crap, that's awfully destroyed! Reminded me of opfor. :D

Awsome job! I wonder what everyone else did.
Commented 18 years ago2006-05-09 16:08:28 UTC in vault item: Apex Comment #11743
sometimes failures outweigh sucesses.

will rate later. i'm at school.
Commented 18 years ago2006-05-09 04:43:40 UTC in vault item: Double_Trouble Comment #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_Patience Comment #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 ago2006-05-06 10:12:40 UTC in vault item: Falling Balcony Comment #11683
finally checked this out :)

I thought it was rather cool for a detailed use of trains and such. Kinda nicely done.
Commented 18 years ago2006-05-04 00:07:26 UTC in vault item: fun_pitch-black Comment #11642
Night vision hell.
Commented 18 years ago2006-04-30 15:47:16 UTC in vault item: Bean With Bacon Mega Rocket Comment #11612
LOL i eat bean with bacon soup all the time!

nice.
Commented 18 years ago2006-04-26 01:50:05 UTC in vault item: de_vine Comment #11589
sweeeeeet.
Commented 18 years ago2006-04-24 00:35:28 UTC in vault item: aim_ag_texture_towers Comment #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 ago2006-04-19 22:03:36 UTC in vault item: Adding a tree model Comment #11546
hehe.

+1 tree for my mod.
Snatchies
Commented 18 years ago2006-03-20 14:44:24 UTC in vault item: sol_arena Comment #11317
whoops, forgot to rate it :|
Commented 18 years ago2006-03-20 14:44:11 UTC in vault item: sol_arena Comment #11316
I love old skool maps. :D

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
Commented 18 years ago2006-03-20 14:29:47 UTC in vault item: Halo 2 Elongation Comment #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.
Commented 18 years ago2006-03-16 12:14:57 UTC in vault item: Halo 2 Elongation Comment #11269
re DL-ing :(