Comments

Commented 18 years ago2005-09-06 08:24:48 UTC in vault item: ApartmentRats Comment #8897
that isn't your appartment, is it?
Commented 18 years ago2005-09-06 08:01:19 UTC in vault item: dm_crete Comment #8896
on another note, this isn't meant for alot of people. maybe 2 - 6 at the most. With less people, there is less chance to get fragged while going for the long-jump.

"but with only one texture there is only one question... why?"

I noticed that i try very hard to crispen up my textures so they look sharp and detailed, but they look blurry all of the time and i seem to never be satisfied with the result. However, the single texture idea frees up the tediousness of adjusting textures, making textures, making it try to look right with textures, etc. the element of that was taken out in this map, and utilized the sharp edges of the archetecture to define the detail as well as the contrasty ambient lighting. It was fun to ignore the textures and have some fun mapping for a change. it didn't feel like work and it tuned up my brushing skills in terms of design. I did notice that people don't get detailed with small brushes and edges very often, but this adds so much flare to a map in terms of detail. So many people are worried about their map looking good that the basics of design are being forgotten. I would gladly suggest everyone at TWHL to map something like this, it's a very good excercise for source and non-source mapping alike. Don't worry about the r_speeds too much either, just keep them under 2000 :P
Commented 18 years ago2005-09-03 12:19:58 UTC in vault item: dm_crete Comment #8843
ok... if i release the RMF, will you guys texture it? be my guest.

Made in 2 hours just for pure enjoyment, try it sometime.
Commented 18 years ago2005-09-01 07:41:23 UTC in vault item: kat_shotty Comment #8809
looks big for deagle/m3...

cluttery?
Commented 18 years ago2005-08-30 09:38:15 UTC in vault item: awp_zvdk32 Comment #8772
spirit RAUX!
Commented 18 years ago2005-08-29 07:36:46 UTC in vault item: Surf Speedway Comment #8742
i still understand the surf things yet... i think it's fun but it's nothing to spam the vaults with.

I do like the smoothness in the spiralage, something i probably couldn't do :D
Commented 18 years ago2005-08-23 09:26:03 UTC in vault item: RPG Arena Comment #8654
I like steam because it's so organized. and if you have a mod for it, it can host free online multiplayer. who can resist that?
Commented 18 years ago2005-08-23 09:20:39 UTC in vault item: The Sydney Harbour Bridge Comment #8653
holy freakin' crap...
Commented 18 years ago2005-08-16 11:14:03 UTC in vault item: Day 13 Comment #8589
screeny looks HL1-like. I can't try it cuz i don't have HL2, but still, semi-bland from the screeny. I trust that you are improving all of this, last i heard you were still working on this.
Commented 18 years ago2005-08-11 07:33:42 UTC in vault item: l33t: Conclusive Analysis Comment #8559
Thanks, people have been asking for the RMF... i could have uploaded it today but the opportunity slipped by. Now i have to wait a few days again.
Commented 18 years ago2005-08-08 13:08:53 UTC in vault item: scoutzknivez_ks Comment #8513
QUOTE: A good map = 3 months ;)

Me, 3 days tops.
Commented 18 years ago2005-08-08 13:05:46 UTC in vault item: de_outpost Comment #8512
from the over-view, it doesn't look like there is much cover. perhaps add large door frames or something to add that extra splash to your map
Commented 18 years ago2005-08-02 09:53:03 UTC in vault item: l33t: Conclusive Analysis Comment #8395
RMF!!! SOOON!!! A FEW DAYS!! PROMISE!!!

x__X
Commented 18 years ago2005-08-01 07:43:21 UTC in vault item: fy_tropicworld Comment #8369
ok...

try making a small fy_tropic_island instead with no outter wall except some water. for the middle parts, come up with some nicely shaped rocks, maybe some terrain for the pool in the middle. also, find a palm tree model for some splash in the boredomness. if you need a good tree model, download this map and use them trees models from it. other than that, work on it and try to raise the bar on fy_maps.

link to map: http://twhl.co.za/mapvault_map.php?id=3159
Commented 18 years ago2005-07-29 07:42:47 UTC in vault item: thwc2_stalky Comment #8310
this map has already been released, is this an update or a reattempt at some spotlight?
Commented 18 years ago2005-07-21 07:52:41 UTC in vault item: Gyradell: Natural Victory Comment #8187
ya know, the map size may have been low because most of the textures are 64x64. but i found out that 64x64 texture crank up the r_speeds.
Commented 18 years ago2005-07-20 13:46:35 UTC in vault item: Random triggering Comment #8177
if this works smoothly, i'll make a huge hlsp map that will never be the same twice.

mwahaha....
Commented 18 years ago2005-07-19 07:49:25 UTC in vault item: Gyradell: Human Absence Comment #8159
spammage blows.
**--- (36)
Downloads: 33

o__O
Commented 18 years ago2005-07-18 13:18:09 UTC in vault item: l33t: Conclusive Analysis Comment #8149
yeeeeeeeaaahh.... i kinda can't post the rmf for at least another 2 weeks. :(

sorry guys, just have to wait, i don't have my comp right now.
Commented 18 years ago2005-07-14 09:04:49 UTC in vault item: deathmatch_lc Comment #8111
nice rating spammage :
Commented 18 years ago2005-07-14 09:03:55 UTC in vault item: awp_map_lc Comment #8110
instead of spamming maps, make a map-pack available for DL. (a zip with all your maps in one incase you don't know.)

Unlike the rest of the cretins here, i looked over alot of your maps respectively.
Commented 18 years ago2005-07-12 07:42:46 UTC in vault item: dm_RavenholmPort Comment #8102
I don't have hl2 either, but i can comment from the screns. To me it look rather dark, maybe a lighter setting would be more suiting than night. I do like the theme and the props fit them nicely. I like it, but how well does it play?
Commented 18 years ago2005-06-30 12:56:55 UTC in vault item: de_dustcool Comment #7999
I like it :)

+ Layout
+ Lighting
- Placement of cover
- Skyboxed
- No cover in one large area. Too open

overall 4/5 stars. congrats!
Commented 18 years ago2005-06-27 15:32:09 UTC in vault item: epscout's map pack Comment #7954
OK, i checked them all out :D

ep_glsump is a neat idea, but nothing new.
ep_uspglock is also cool, like a multi-floor fy_iceworld.

However, the rest were really blah maps. I would the two here on my server just for fun if my server was up. Continue mapping and learn from what people say. :D
Commented 18 years ago2005-06-27 15:19:32 UTC in vault item: de_ddust Comment #7953
oh dang, i really like this map. It looks so official and authentic! i would rename this something like de_dry, de_desolate, de_arid, or add a pool and some palm trees and call it de_oasis. Honestly, i would run this on my server if my server was running. Nice job.

+ Original Archetecture
+ Textures Fit
+ Lighting
+ Layout
- Amount of crates
- No Rock formations like in de_dust and de_dust2
- Null Texture all unseen faces, including the tops of the walls near the sky

overall, i rate this 4 stars. :)
Commented 18 years ago2005-06-25 16:43:19 UTC in vault item: fy_iceworld_css Comment #7914
the original had a BUYZONE in the middle. I don't have source to check this out, but i've plain the original alot.
Commented 19 years ago2005-05-30 12:31:21 UTC in vault item: l33t: Conclusive Analysis Comment #7507
that'd be one helluva project to advance all of HL1...
but if you were to modernize hl1's technology, keep this in mind. People advance technology by making it smaller and faster, more efficient and safer. That's why this test chamber is a bit different and not as large and bulky as the original. Since it is smaller, they could have four of the revised chambers fit inside the original large chamber.

Just wanted to point that out.

I will release the rmf soon, probably on june 3rd. that's when i'll get home. :
Commented 19 years ago2005-05-22 19:12:13 UTC in vault item: l33t: Conclusive Analysis Comment #7388
LOL! DAUBSTER!
please tell me which map your talking about and i'll forget about it :)
Commented 19 years ago2005-05-16 14:48:14 UTC in vault item: l33t: Conclusive Analysis Comment #7303
yeah, it a modified version of the test chamber.
Commented 19 years ago2005-05-14 20:50:12 UTC in vault item: dm_surrender Comment #7268
I can't run through it but it looks nice from your screens. I particularly like the tunnels and water one. Seems a bit dark, unless it's supposed to be :)
This comment was made on an article that has been deleted.
Commented 19 years ago2005-05-02 15:13:16 UTC in vault item: Gyradell: Human Absence Comment #7108
i used trig_push to float the player, and used conveyers only for the graphics. I'm not picking up what your puttin down... :(
Commented 19 years ago2005-05-01 14:38:45 UTC in vault item: Gyradell: Human Absence Comment #7095
ok, i made an update.
I also hinted it to reduce r_speeds a little.
Added a new fog sprite that looks better.
Included the wad i used :)
Commented 19 years ago2005-05-01 12:44:56 UTC in vault item: Gyradell: Human Absence Comment #7094
thanks for the good feedback and tips!

I figured someone knew about the clip brush thing :)
I do use a short variety of textures to cut down on the filesize but wasn't expecting a filesize this low.(831.8 KB)

I didn't included my custom sprite for fog/haze either, which looks much better than the HL sprite i used. I'm gonna reupload this with the sprite fix and include the wad i used. Maybe somone can use my wad to make something.
Commented 19 years ago2005-04-30 23:50:32 UTC in vault item: Gyradell: Human Absence Comment #7080
blah my grammar sux
If this isn't clear, i could write a tutorial about it or something.
Commented 19 years ago2005-04-30 23:48:36 UTC in vault item: Gyradell: Human Absence Comment #7079
well, it's kinda something stupid about hammer i never noticed before. but clicking on the clip brush tool icon changes the way it clips the brush. Either auto-deleting one side or the other, or simply splitting the brush in half. This allows you to texture one half of your brush with something different.
EXAMPLE: Like if you have a series of walls and you want to add a trim to the top or bottom. Select all of the walls you want to clip and split the brushes as you please. Then simply retexture the split brushes. This can save time on the tedious manner of adding one brush at a time, or even works easily when putting in a door frame or a hole in the wall. It has many uses. I'm many of you already knew about this feature of the hammer editor. :P
Commented 19 years ago2005-04-30 13:25:58 UTC in vault item: Gyradell: Human Absence Comment #7073
sorry, had the wrong tag on it.
Yes, it is regular cs, not cs:s.
Commented 19 years ago2005-04-19 23:51:21 UTC in vault item: Tribute to TWHL Comment #6878
Againe, really sweet map. It sort of reminds me of the jedi archives from Star Wars: Episode II. Also transitions into other areas of the map are very fluid and harmoic. Your style of mapping is clean, visually captivating, and distinctive. Bravo!
sniff I never had such a nice comment. I like you ideas of mentioning names and such but i was pushing for low filesize (once again) i guess i could add a few names in there. Like i said before, the wad is there, the rmf is there, i hope someone makes an expansion to this or perhaps cleans it up a bit more. I don't mind the alterations, i look forward to them :)
Commented 19 years ago2005-04-19 23:45:18 UTC in vault item: Rimrook Resort Comment #6877
meh, nobody is perfect. thanks for the feedback.
I might not get around to updating this, that's why there's a wad and an rmf in the zip. So if something doesn't work right or could use some tweaking, go right ahead and do it :)
Commented 19 years ago2005-04-18 22:04:57 UTC in vault item: Tribute to TWHL Comment #6840
comments, people, i like to hear them!
Commented 19 years ago2005-04-18 19:52:04 UTC in vault item: cs_retreat Comment #6838
holy friggin crap. that looks awesome beyond awesome...
I want source so I can dl it and play it :~(
Commented 19 years ago2005-03-15 23:18:10 UTC in vault item: Challenge Comment #6279
I loved it. Good use of archetecture and enemy placement. Kinda crept around corners and glock sniped everyone. The rooms were too small for enemies to maneuver around and fight. Overall: 4 stars!
Commented 19 years ago2005-02-16 22:26:29 UTC in vault item: stfu_and_climb Comment #6040
...felt like falling out of the ugly tree...
Commented 19 years ago2005-02-02 17:59:08 UTC in vault item: Castle Rimrook Comment #5859
The only good enemy of mine is a dead one...
Commented 19 years ago2005-02-01 10:24:42 UTC in vault item: Castle Rimrook Comment #5835
wow, i just opened a can of stupid... want some?
Commented 19 years ago2005-02-01 10:23:17 UTC in vault item: Gyradell: Natural Victory Comment #5834
i take criticism productively. Maybe i should just turn the rating crap off next time.
Commented 19 years ago2005-01-31 13:24:19 UTC in vault item: Castle Rimrook Comment #5822
TR Texture? if it's not a source thing than i should prolly check it out.
Commented 19 years ago2005-01-30 15:32:09 UTC in vault item: South Beach Comment #5794
what does monoatomic gold do to mappers?
Commented 19 years ago2005-01-30 04:32:51 UTC in vault item: Castle Rimrook Comment #5787
no, this isn't the source version... sadly...
Commented 19 years ago2004-11-12 22:22:10 UTC in vault item: aim_main_event Comment #5030
Graphix: 4, can't go wrong with dust textures :)
Variety: 4, this would make a great aim map.
Ambience: 5, the water with the sound and all was a nice touch.
Lighting: 2, too bright, no shadows or ambient lighting...
Playability: 3, great layout except for one thing, there's only one ramp at the spawnsites. this shoves eveyone into a small location to be shot. this = a bad thing, two tunnels off to each side would make a fix for this. I like the splash banners, good ads, and it could make a good clan map.
NICE JOB!

overall: 4 stars