Commented 18 years ago2006-03-06 14:47:34 UTC
in vault item: dm_controlComment #11124
I thought this looked kinda familiar. However, if you want to remake a classic, do Temple. Everyone would know that one and it would become famous really fast. I liked some of the props, though some of it seems too scattery and ill-placed. Make make groups or stations or the like.
Commented 18 years ago2006-02-02 13:11:35 UTC
in vault item: Facility EscapeComment #10775
I checked it out. I liked it! I loved the whole total carnage act at the end. It killed me twice. Good job.
Though the mapping isn't marvelous, the use of enemies and some of the triggers were well done. Good trigger work, in my opinion, can save a map from total disaster.
Creativity is a major part. Instead of placing enemies, try spawning them. Ambush the player and catch them off guard, it's a little more exciting. A good yet simple puzzle can add flare as well, like trying to reach a switch to open a security door inside a booth, but on the way back, enemies spawn then back you up into a corner. See the example?
Commented 18 years ago2006-02-02 09:49:52 UTC
in vault item: dm_poisongardenComment #10773
Humiliating that one of my own maps killed me so many times during beta testing. It's perfect if you ask me.
I know i can't satisfy EVERYONE's taste in style and appearance. But dang, this IS my best map to my current standards. It performs awsomely AND it looks bitchin' sweet. two things that seem to conflict eachother all of the time for HL1. ciao
Commented 18 years ago2006-01-31 13:53:42 UTC
in vault item: dm_poisongardenComment #10759
High r_speeds are bad. This map caps at 900 wpoly and can be run in software mode if you hate laggy hardware acceleration.
About weapons, I figured since a player drops their weapons when fragged, it's not bad to have less weapons. Also, ever think that 1 person will get the egon, then that will get passed on several times. I think it fits the map's hardships. People should be thinking. "This sucks, I love this map!" Since people are becoming bored with even more senseless running around and killboxes.
Commented 19 years ago2005-11-17 14:26:23 UTC
in vault item: cs_box1337Comment #9908
even i have made one of these kinds of maps. Never realeased it tho. I found out the it's best to place some high ground in the corners so people can shoot down at an angle at the guys in the boxes, or shoot up at them. And way, i like to play maps like this in CS, even tho there is a lack of them.
Commented 19 years ago2005-10-25 17:03:32 UTC
in vault item: SancefarComment #9589
@[DDHLP]copper Ok, i'll HLDM-ize all of the maps that i have for your server. Please report back to me on how they perform online and if they need to be fixed.
@Elon Yariv awww... don't cry, cheer up buddy. You'll find something to kill... Here, have a headcrab.
Commented 19 years ago2005-10-25 15:16:13 UTC
in vault item: SancefarComment #9585
hm. i could make a CS version. I dunno if it'd be a good map for CS since no one wants to step away from their de_dust and fy_iceworld.
Likely HLDM. I also noted that Captain P mentioned it was easy to understand the layout. I think that's good since it's easy to get lost in some of the maps out there.
Commented 19 years ago2005-10-25 14:10:05 UTC
in vault item: SancefarComment #9577
Ok, when I HLDM-ize this map, i'll fix the func_wall thing and throw in some tree models. I also agree with the grass, i'll see what i can do. Thanks for all of the great feedback Captain P!
So I guess the RMF link works. I wasn't too sure about that.
DL-ing!
+texture usage.
+Well lit
+CS Cameo
=Size or scale of the map.
-doors, but there alright.
****'s
+Archetecture. The use of ruined blocks and such is nice.
+Texturing was explicit. Is that MY brick texture? Looks familiar...
+ Lighting is sweet. I luff the glowy glyphs.
= Slow buttons, doors, and elevators. I think i would get raped everytime i go to use them.
- Underground part feel claustrophobic and is too small.
- I could get the RPG at the ruined section of the outer wall.
- I noticed some poorly textured parts on the center mosque structure amongst the stairs and banisters.
Wonderfully done though. I few tweaks and it's perfect. 5 Stars
+I like how i could run any where i wanted to, like around the edge of the map by jumping from the top to the outer wall.
+Neat concept and the light in the center is a rather nice touch.
+Unique amongst the 'Castle Builders' here at TWHL. We're a dying breed.
-Texturing, blek. Too many stretched out textures. Select them and align them to 'world'
-Could Use a better variety of textures.
4.5 stars, but i'll have to leave it at 4. Very awsome.
Sarwan: Practice mapping some rooms and try some common objects.
Stairs, door frames, balconies, platforms, catwalks, Light fixtures, trims, arches, etc.
Also, try some of these great tutorials.
http://twhl.co.za/tutorialbrowse.php?tuttype=1
There were pictures here that were removed by their web host
**** for that.
Nicely done, good use of glass as well.
Marvelous!
THANKS!
congrats, this is the first source map i'm DLing to view.
Rating will follow.
http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=10296&pg=2
Though the mapping isn't marvelous, the use of enemies and some of the triggers were well done. Good trigger work, in my opinion, can save a map from total disaster.
Creativity is a major part. Instead of placing enemies, try spawning them. Ambush the player and catch them off guard, it's a little more exciting. A good yet simple puzzle can add flare as well, like trying to reach a switch to open a security door inside a booth, but on the way back, enemies spawn then back you up into a corner. See the example?
you should be proud of your work here.
I know i can't satisfy EVERYONE's taste in style and appearance. But dang, this IS my best map to my current standards. It performs awsomely AND it looks bitchin' sweet. two things that seem to conflict eachother all of the time for HL1. ciao
About weapons, I figured since a player drops their weapons when fragged, it's not bad to have less weapons. Also, ever think that 1 person will get the egon, then that will get passed on several times. I think it fits the map's hardships. People should be thinking. "This sucks, I love this map!" Since people are becoming bored with even more senseless running around and killboxes.
+Layout
+Originality
+Archetecture
+variety of rooms
+Better than mine
+Textures
=Lights
=A few cheesy textures
-Spam
****'s for you.
woot
+Lighting
+Ambience
+Idea
=Dust
-Remake
i.e. aim_deaglefactory
--
Isn't it spelled, "Labyrinth"
I never noticed the sprite thing, i wonder how that happened. <.<
Non-Source on the right
I need a mod with "func_detail" property for HL1. That's all i need and i would be set for life. Is it possible to code that for HL1?
the name thing is well pardoned. Many, many people get it wrong.
that's ok id people pronounce it wrong, but spelling it wrong is kinda different. especially if the correct spelling is right infront of you...
will that work?
As for other things, i'll have everything tomorrow, 10/28/05 hopefully.
I'll make a HLDM map-pack. that includes them all.
It's also good that things runs nicely online. Though I should make less enging-straining maps...
if you need an awsome fy_map or killbox map, let me know!!!
Ok, i'll HLDM-ize all of the maps that i have for your server. Please report back to me on how they perform online and if they need to be fixed.
@Elon Yariv
awww... don't cry, cheer up buddy. You'll find something to kill... Here, have a headcrab.
Likely HLDM.
I also noted that Captain P mentioned it was easy to understand the layout. I think that's good since it's easy to get lost in some of the maps out there.
r_speeds r_crap
And as said, i'll work on it before I mod it to HLDM.
now that i think about it, it would be fun with the tau-cannon jump...
I should try it out
So I guess the RMF link works. I wasn't too sure about that.
http://www.deviantart.com/download/24439479/
geh.
ENJOY!!!
Have fun... you'll need it...
mwahahahahahaaa
yes, it is infiltrate.
fluffy...
...
single texture! YAY!
it's nice. I dunno though, lack of cover? mehbeh