Comments

Commented 18 years ago2005-12-10 14:08:14 UTC in vault item: cs_assault_christmas Comment #10048
Well I don't like remakes, but this one.. Well it was nice..
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+ Architecture. Not bad, you've kept most of the original assault stuff with some of your custom additions, which looked quite ok.
+ Texturing. It was good mainly, although some of the house textures outside were a tad overused, imo.
+ Ambience. The music was a nice touch. Making it louder would have been better. It could have been loud enough to hear it in the whole warehouse..
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+/- Extra Xmas stuff. Not so bad, the lights were a nice touch, although there could have been more..
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I didn't rate gameplay and layout, because it's the same as in assault. Not a bad christmas remake, imo... Good work :)
Commented 18 years ago2005-12-10 14:02:55 UTC in vault item: de_mini_skyturret Comment #10047
Not too much changes, except that you added another catwalk and a buyzone..
Well the map is much better balanced now.. :)
Perhaps some bounce pads to allow the player to get from one plat to another?
Your choice.. :)
Feel free to move this map to the finished map vault for more comments from other TWHLers..
Commented 18 years ago2005-12-10 13:31:57 UTC in vault item: aim_dust_night Comment #10045
Well it wasn't so bad..

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+ Texturing. was ok, you used the trim, so the map really looked like dust.

+ Layout. It was good, lots of different paths, etc. The weapon placement was good too.

+ Gameplay. It would play nicely, i think.. Perhaps some AWPs at the top catwalks?

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- Architecture. Too much crates, you didn't add any dust arches, which are the main resemblence to dust. :(

- Ambience. There could be some, although there wasn't any in dust, so that's not a big problem.

- Lighting. It's very boring, same lights everywhere.. :

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Nothing more to add, I guess.. Personally, I'm not fond of map remakes, so I'll give ya 3* for the effort :)
Commented 18 years ago2005-12-10 13:25:54 UTC in vault item: aim_black_and_white Comment #10044
Not bad.. The B&W effect was ok..
Why not make some traps? Like you could fall off the edge of the map into the white void, or like some white or black areas could be func_illusionary, thus making the player fall down. :)

The gameplay was ok, so was the layout.. Nice work :)
Commented 18 years ago2005-11-29 13:24:35 UTC in vault item: Apprehension Comment #10003
Hey, the file doesn't seem to be a valid archive.. What's up with that? :?
Commented 18 years ago2005-11-24 16:22:46 UTC in vault item: surf_hawk_b08 Comment #9965
Not bad.. The architecture and texturing could use more work, although the surfs were ok.. And that's the most important thing in surf maps.. :)
Nice work.
Commented 18 years ago2005-11-24 13:19:57 UTC in vault item: The Arena - Room 1 Comment #9964
I really liked it.
Puzzle1 wasn't hard, took me bout 3respawns to get it right.
Puzzle2 was the hardest. although you could easily cheat it, by jumping on the metal support for the hammers, or by walking on the very edge of the catwalk. I didn't manage to do it in any other way.. Took me bout 6-8 respawns.
Puzzle3 was really easy. Took me only 1 respawn :D
Puzzle4 was ok, took me bout 3 respawns to do it right.
The lazer puzzle could have been quite hard, imo. But the lazers didn't hurt me, so it was useless.
And the leap of faith was really an interesting idea.

Great work! I'm lookin forward to more arenas! :D
Commented 18 years ago2005-11-24 13:04:06 UTC in vault item: Headcrab Revenge Comment #9963
Quite nice. It was really much like Torture that alien..
And some of the traps were stolen, but if it's a first map - then it's really great. The hammer was very nice. You could have made a locked door, showing the player, how he got there.
Anywho - great first one. :)
Commented 19 years ago2005-11-16 09:33:53 UTC in vault item: Headcrab Revenge Comment #9898
Use your imagination.. :)
(or watch Tom & Jerry ) ;)
Commented 19 years ago2005-11-13 10:12:27 UTC in vault item: RimResortHLDMvDD Comment #9872
This map is just too eye-candy to look like HLDM to me... o_O
Sorry.
Commented 19 years ago2005-11-13 06:17:54 UTC in vault item: Torture that Alien - V2 Comment #9865
Kinda boring, if you ask me... :
Commented 19 years ago2005-11-12 14:10:17 UTC in vault item: Realtime Clock - With Ticking Comment #9851
Nice. Quite realistic.
The second hand was a bit slow, tho.
Commented 19 years ago2005-11-12 14:08:28 UTC in vault item: Torture that Alien - V2 Comment #9850
It was ok, I liked the way you could use all of the tortures at once.. That was niiice..
You should try making the zombie a prisoner, or putting a clip brush around him, coz every time I use the turret, the zombie walks to it, making the other traps miss him.
The shooting range kinda sucked.
The gibs were nice too :)
Good work.
Commented 19 years ago2005-11-12 07:09:47 UTC in vault item: The Unteenth Test Chamber Comment #9838
I'm impressed.. :)
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+ Architecture. The test chamber was great. Nice detail, rotating stuff. I also liked the glass elevator and overall detail. There were some flaws, but they were only minor.
+ Texturing. The wall textures were super-stretched, although they didn't seem unnatural, which was a surprise. Some textures weren't very natural, like the ones on the rotors.
+ Lighting. I liked it. Not too bright in the test chamber, and bright enough in the labs. The lighting in the room after the disaster was also good. I liked the red-ish theme.
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- Ambience. Some beam sounds, a louder rotor sound would have been very good.. The large test chamber could have had an ambient sound too. I'd recomment mechwhine.wav or industrial1.wav. You could also add some env_sound to make the ambience really sound like in the huge test chamber.
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Overall - a good map. It only lacked atmosphere, and that's quite important for a test chamber.
The ending was somehow boring, you could have something happen then.
Good work.
Commented 19 years ago2005-11-12 06:36:19 UTC in vault item: hldm_milivolt Comment #9837
Yes, this looks much better.
Although the map still looks empty, as Kasperg said.
I don't see much changes in this version, the textures were nice, imo.
Just one big problem:
The r_speeds go up to 1.5k in some areas and that's too high for a HLDM map.. Try hint brushes or null textures.
Anyways - the map still needs ambience, and I'd still change the theme of the secret room with the ammo. :)
Commented 19 years ago2005-11-08 11:28:32 UTC in vault item: as_lajosmizse_ultimate Comment #9798
3* btw
Commented 19 years ago2005-11-08 11:28:22 UTC in vault item: as_lajosmizse_ultimate Comment #9797
Well this map still needs work BAD...
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+ Texturing. Overall texturing was ok, some of the textures didn't fit tho, but it looked quite good overall.
+/- Architecture. It was ok, but some areas questioned me. I didn't like the streets ending in mid air or being blocked by something unrealistic(those sandbags and containers), you could have made themend up realistically, like giving them a curve and adding a clip brush, blocking the player from seeing the end of the street or something. I also disliked those "walls" with the ground texture near the CT spawn, that could be changed with more trees with a clip brush. Some places looked too empty or lacked of realism (shoe store, bar, most of the buildings inside them) You also should work on the scale, like rowleybob and Captain P said.
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- Layout. It's just 1 path to the escape zone. You really should make more alternate paths, like a sewer or something.
- Gameplay. It's be more T balanced, cause there is only one rioute to the ecsape zone.
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-- Lighting. VERY BAD. It's fullbright. You must compile VIS to make it look more realistic cause now it's just SO ugly! D:
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Overall - a good map, it still needs lots of work, but if you get it right - it will really be a nice map to play. You should also do something bout the r_speeds. 1700-1800 isn't very good for a CS map.
Keep this up! :)
Commented 19 years ago2005-11-08 02:33:50 UTC in vault item: Example Moving Ladder V.4 Comment #9794
Ooh.. I get it now.. Thanks for the credit.. :D
Commented 19 years ago2005-11-07 13:16:26 UTC in vault item: hldm_center Comment #9768
Tosse, that was SO not-objective.
Giving 2* for a really good map?
Aw well.. Tiz your opinion.. :
Commented 19 years ago2005-11-06 13:19:42 UTC in vault item: Small map Comment #9740
The 1st problem can be solved if you make another path_track really close to the last path_track. When the car will arriive to path_track 3, it will have to rotate to path_track 4, which will be for e.g 1 unit away to the direction you want the car to turn to. The car will rotate to it.

The teleport problem? Tick the USE only flag and trigger it, when you want it to be activated, or use a multisource with the parameters:

name: tele_mas
target: <name of your trigger_teleport>

and set the trigger_teleport master value to: tele_mas

trigger the multisource, when you want the trigger_teleport to be activated.. :)
Commented 19 years ago2005-11-06 13:08:20 UTC in vault item: Example Moving Ladder V.4 Comment #9738
wait a min, Rowley.
I didn't mention anything bout replacing ladders with stairs in my review for hldm_center. Twas Captain P's idea.. :)
Commented 19 years ago2005-11-05 15:21:09 UTC in vault item: cs_tube_assault Comment #9728
Me and my friends tested it.
Played quite nicely 2x2.. :D
Commented 19 years ago2005-11-05 14:35:24 UTC in vault item: Example Moving Ladder V.4 Comment #9727
Yup.
It's a door.
Definately a func_door...
Works nicely, tho..
Commented 19 years ago2005-11-04 06:45:25 UTC in vault item: hldm_center Comment #9719
Very nice.
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+ Architecture. Not too complex, not too simple. Almost perfect for a HLDM map.
+ Texturing. Looked very nice. Torn-style textures relly fit the theme.
+ Layout. Great layout, great idea with the windows, although some of the windows' finc_breakables had glass for a material, not metal. The secret room with ammo was also fun, but it would be much cooler if that room would have been with the same theme as the map. The lab theme kinda sucked, imo..
+ Gamaplay. Great wpn placement. Almost perfect! It just needs more healthkits.
+ Lighting. Bright outside, gloomy inside. I like it.
+ Idea. It's very original for a HLDM map, because most of the HLDM maps are lab/industrial/military - style. This is something different for a change.
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Overall - a great map. Why not post a better screenie? This one looks really poor..
Commented 19 years ago2005-10-31 13:25:18 UTC in vault item: Data (for Gunman Chronicles) Comment #9696
Thw textures look quite awesome.. :o
Don't have gunnman, tho.. :(
Commented 19 years ago2005-10-26 10:52:13 UTC in vault item: cc_box Comment #9602
Description:
its a map where you cant see shit.

Bugs:
its ugly :P

Enjoy.
;)

Made By: Howdy
I can't add anything more.. Although I liked the idea..
Commented 19 years ago2005-10-26 10:38:45 UTC in vault item: Sancefar Comment #9601
You are truly the master of eye candy, Rimrook.
The map is just absolutely beautiful!
The only things I'd fix is:
Add a mystical ambient sound (something that would fit the theme)
Add some trees at the green areas, although it's not 100% necessary.

The architecture, texturing, idea, lighting are simply astonishing! Beautiful... 5 thumbs up! :D
Commented 19 years ago2005-10-26 10:30:39 UTC in vault item: cs_napal Comment #9600
You really used too much wads. Try recompiling the map with the wads it needs or add the custom wads in the .zip.. :
Commented 19 years ago2005-10-26 10:16:04 UTC in vault item: Deus Ex Machina Comment #9598
3 stars, btw
Commented 19 years ago2005-10-26 10:15:39 UTC in vault item: Deus Ex Machina Comment #9597
This really needs more work.
What you should change:
Texturing. Scale upt the textures on the big walls, they look very pattern-ish.
Architecture. It's alright, but the map lacks of detail.
Gameplay. Do as Hunter said.
Ambience. Some ambient sound would be quite nice.
Commented 19 years ago2005-10-22 09:43:26 UTC in vault item: cs_penetration Comment #9504
Nvm, I'll have a look.. :)
Commented 19 years ago2005-10-21 11:55:50 UTC in vault item: The Discombobulator Comment #9495
Pimped, imo.. :)
Commented 19 years ago2005-10-20 07:32:16 UTC in vault item: cs_penetration Comment #9485
Well you might change the map, add some paths, so that it could have veichles.. :
Commented 19 years ago2005-10-19 11:26:09 UTC in vault item: cs_penetration Comment #9481
Well for a start: This map is fuckin HUGE!
My review:
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+ Architecture. Pretty good throughout the map, although some of the monitors in the office were invalid solid shapes and didn't show up right.. You could also try replacing some of the crates with something more interesting, or removing them. :
+ Idea. It's like de_train, cs_office and cs_siege put together. Nice :o
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+/- Layout. It's good, but it's WAY too big.
+/- Gameplay. It's ok, but this map is WAY too big to be a hostage rescue map. Why not change it to es_ or as_?
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- Lighting. It's bright enough but it's way too boring.
- Texturing. You gotta work more with this. For a start:
1) Use another cliff texture (a texture that is randomly tiled)
2) Use the asphalt texture from cs_bdog.wad and add some random cracks from the wad.
3) Scale the cliff tecture, the gravel texture in front of the garage to 2.0 or 3.0.
- Ambient sounds. It really needs some! Add some wind sounds in the open areas, and some cpu sounds in the office, maybe some engine sounds to the cars..
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Well in total - this map looks pretty impressive. I'm amazed, on how you managed to keep the r_speeds at ~600 at such an open map!! :o
Although if you want the gameplay to improve - try adding some veichles to the map. Perhaps an APC for the CT's? Anyways - it's in dire need of veichles, cause it's way too big to walk on foot! Improve the map - and it will be a hit! :)
Commented 19 years ago2005-10-18 10:28:55 UTC in vault item: Half-Life: Destiny Comment #9479
Anyways - thanks for the 5* rating.. :)
Commented 19 years ago2005-10-18 10:28:27 UTC in vault item: Half-Life: Destiny Comment #9478
Well to make things clear:
I never played timecoops or whatever that mod is called.
And I don't remember a red scanner being in timefall.. :?
So I didn't rip anything..
Commented 19 years ago2005-10-18 08:44:02 UTC in vault item: cs_penetration Comment #9474
Will download when I'll get home.. :o
The textures look, like they could use some more work, imo..
Commented 19 years ago2005-10-13 08:17:01 UTC in vault item: de_vice Comment #9420
I don't know, why this got 5 stars.. It's rather unfinished.
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+ Idea. I liked the theme, quite nice.
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+/- Texturing. Not bad, but a bit ugly in some places, like that big house thing, where the terrorists start. The palm tree texture is missing, btw.
+/- Layout. It's too open and it could use some underground passage or sewer.
+/- Gamaplay. Bomb spots are too close to the CTs and lack of different paths to them.
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- Architecture. You used HL prefabs too much and they looked pretty crappy. Some areas in the map were too blocky too.
- Ambient sounds. Could use some, like a wave sound at the beach, wind sounds on the roof, etc.
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Well overall - this map needs more work. You MUST decrease the r_speeds, coz 2.5k is way too much for a cs map. Compile VIS. You should work more on the gameplay and the layout too..
Commented 19 years ago2005-10-13 08:06:37 UTC in vault item: Knife Arena - The Towers 2 Comment #9419
Not bad. My review:
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+ Gameplay. It's interesting, those towers and moving plats make it good.
+ Layout. It's almost great for a ka map. Open areas, lots of things to jump on.
+ Idea. I like it. It's all mystical and stuff. Gw.
+ Ambient sounds. Just one, but it doesn't need any more, imo..
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+/- Architecture. A tad boring, if you ask me. Although it fits the theme.
+/- Texturing. Same thing. It's boring. Try scaling that crete wall texture to ~3.0 or at least 2.0, coz now it looks a lil non-tiled.
+/- Lighting. Boooooooooring, but it still fits the theme.
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Well overall - good work! It's a nice and original map. You could remove the rain, tho. Looks kinda weird, imo. The map lacks better architecture, but since your theme is mystical, it's not the main requirement.
Commented 19 years ago2005-10-12 14:56:06 UTC in vault item: TowersMK2 Comment #9417
Any time :)
Commented 19 years ago2005-10-06 12:07:43 UTC in vault item: de_twilight Comment #9338
Evilsod, you ignorant fuck. You can comment the screenie, but NEVER, NEVER rate from the screenie!! Idiot.. :|
Commented 19 years ago2005-10-06 08:16:48 UTC in vault item: de_twilight Comment #9334
Great stuff. My review:
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+ Architecture. Not too blocky and quite detailed for a cs map. Great work! Lots of props and nice design inside the buildings. The chairs , barrels and some crates are a bit oversized, though. You could make them small enough to jump on although it's not very necessary.
+ Texturing. It all looks nice, textures aren't too streched and they all fit.
+ Lighting. Very good for a night map. Bright enough in most places.
+ Layout. A little tricky, but very interesting. The bomb sites have lots of different approaches.
+ Gameplay. Definately nice. Not much to say about this part, just that it's good. I loved to walk on the edges of the buildings.
+/- Theme. It's a rather unoriginal theme.. Kinda cbble and havana - ish.
- Ambient sounds. Add some.. Some wind sounds outside or a radio playing some old melody (not from cs_italy, plz! > <) inside would make the atmosphere of the map better.
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All in all - a really completed and interesting map. Great work! 5 stars! :D
Commented 19 years ago2005-10-04 11:43:29 UTC in vault item: Dizzy_Killbox2 Comment #9324
My review:
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+ Idea. Well the idea was original.. The tornado, extra model..
+ Texturing.. Looked ugly to me, but since it's your theme - it's ok.
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- Architecture. Blocky.
- Ambience. Apart from the spinning sound, none.
- Lighting.. The chamber looks fullbright, otherwise, stupid.
- Layout. Boring.
- Gameplay. Lots of wpns, but if the layout sucks, so dues the gameplay.
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If your goal was to create a map themed on Taz - then gw, otherwise - it's rather boring and stupid. It still needs work..
Commented 19 years ago2005-10-02 12:56:55 UTC in vault item: cs_training2 - BETA Comment #9311
Nicely done. It looks cool, although you could have clipped the targets so that they would be more like the player.
And I agree with Capn' P - there must be something blocking the players from shooting each other. Good work, anyways.. :)
Commented 19 years ago2005-10-02 12:15:36 UTC in vault item: ChickenMix 2 Comment #9309
Well heres my review:
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+ Archiecture. It all has a decent amount of detail, although it could have had more.
+ Layout.. Not too tricky, pretty good.
+ Gameplay. Balanced. Has some puzzles and interesting shooting.
+/- Lighting. Not too dark, but a tad boring.
+/- Story. A little hl1-ish, but it was ok.
- Ambience. No such thing. And I can't give a + only for my voice acting.. ;)
- Texturing. Repeating door texture, and some textures just didn't fit the enviroment.
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In total - it's ok, but I didn't like the ending. It would have been much more fun to make it a challenge, not to force the player to use cheats. The teleports were ok. Texturing was a drawback. Some of the textures didn't fit the theme, some were too repeating. I liked the extra models, though. Well all in all - great work! :)
Commented 19 years ago2005-10-02 11:50:28 UTC in vault item: ChickenMix 2 Comment #9308
get*
Commented 19 years ago2005-10-02 11:50:19 UTC in vault item: ChickenMix 2 Comment #9307
Oooooh yea... I gotta bet this one. :D
Commented 19 years ago2005-10-02 11:25:51 UTC in vault item: Half-Life: Destiny Comment #9306
Yea, that was the hardest thing to do... To link it to Xen, coz the idea was too hl-ish. Anyways - bronze suits me just fine! :D
Commented 19 years ago2005-10-01 04:04:06 UTC in vault item: Dizzy_Killbox2 Comment #9292
You didn't include the dizzy_devil.mdl in the zip. :|
Commented 19 years ago2005-09-30 13:23:14 UTC in vault item: Half-Life: Destiny Comment #9283
Thanks. I know that it needs some polishing and I would have added to it to improve things, but I was very short on time and mapped full-time this week.
The tunnel you arrive in is supposed to be abbandoned. Listen to the speach of the scientist...
Anyways - thanks for the comments! :D