Comments

Commented 18 years ago2006-01-20 18:14:35 UTC in vault item: The big shit Comment #10565
No. Just... no.
Commented 18 years ago2006-01-01 22:48:19 UTC in vault item: cs_napal Comment #10323
You're using a wad called volare.wad but haven't added it to the zip file. People can't play then.
Commented 18 years ago2005-12-22 19:38:47 UTC in vault item: Ruled By Insanity Comment #10212
No, a regular house might not have all pretty lighting. But a game should. Fewl.
Commented 18 years ago2005-12-22 13:37:55 UTC in vault item: Ruled By Insanity Comment #10205
And here's the review.

- Layout:
Pretty shit. I had no idea where to go. After looking around for like 5 mins in the same area, I find tiny steps that're supposed to be climb. The climb itself was quite painful, seeing as I kept flying off when jumping under a cliff. Some ladders would've been better.
The layout of the house isn't much to speak of, like 4 rooms.

- Lighting:
Quite bland. In the starting area there're some faulty shadows in the concrete block above you, caused by who-knows-what. In the house, it's all the same everywhere. Too bright, too standard.

- Gameplay:
Suprisingly good. This maps strong point. The grunt fight in the "living room" is amusing, and the rapelling ones in the start're a nice addition. They use too many grenades though - often blowing themselves up. T-t-t.

Detail:
- Meh.
The brushwork in the house's quite bad - I mean, the bathroom stuff just looks plain bad. Maybe with better lighting...
The living rooms glassed-in-pool was a nice addition, looks quite funny.
Other areas're just boring.

Closing:
Ugly, but quite fun to play. Very small, too.

Score: Strong 2, weak 3.
Commented 18 years ago2005-12-22 13:13:46 UTC in vault item: Ruled By Insanity Comment #10204
No folders in zip file, meaning one has to extract each file seperately. Bad you, you fail.
Commented 18 years ago2005-12-18 06:52:36 UTC in vault item: Moving sign example Comment #10096
There, now it works.
Commented 19 years ago2005-11-22 12:02:13 UTC in vault item: Apprehension Comment #9947
Screenshot just looks plain crap, so I wont test it.
Commented 19 years ago2005-11-01 00:33:30 UTC in vault item: In-game tutorial Comment #9701
It's a bad idea. People want hammer open so they can try stuff out on-the-fly. Nice entity setup though.
Commented 19 years ago2005-10-30 14:59:19 UTC in vault item: Data (for Gunman Chronicles) Comment #9677
No, it's a seperate release. $.
Commented 19 years ago2005-10-30 10:59:53 UTC in vault item: Data (for Gunman Chronicles) Comment #9673
Looks quite cool judging from the screenshot.. almost makes me wanna install GM:C again.
Commented 19 years ago2005-09-28 17:13:16 UTC in vault item: cs_training2 - BETA Comment #9242
If you throw up a server, I might just join.
Commented 19 years ago2005-09-26 16:46:28 UTC in vault item: TWHL Dedication Project Comment #9177
Oh yeah, and some textures where black/pink checkered - IEMCs and Habbois descriptions.
Rating: 4.
Commented 19 years ago2005-09-26 16:45:09 UTC in vault item: TWHL Dedication Project Comment #9176
Quite liked it. My room was by far the best.
Some descriptions of people were quite out of line, and the asskissing alarm went off constantly, but the design on most of the latter parts were good and you did a overall very good work. Keep it up.

[Copied to forum post]
Commented 19 years ago2005-09-08 18:10:50 UTC in vault item: Timefall (SP Mod) Comment #8941
Mirrored here...
http://m0px.net/zl/files/Timefall.rar

Great map (mod?) - if you haven't tried it already.. do it.
Commented 19 years ago2005-08-18 18:33:27 UTC in vault item: Truck Push Comment #8623
I recommend Tlax's "Scripted!" (winning) entry - there's some REAL good scripting there. http://twhl.co.za/compowin.php?id=6
Commented 19 years ago2005-08-13 18:14:29 UTC in vault item: cs_2fort Comment #8579
Just cause the original's blocky doesn't mean the remake has to be.
Commented 19 years ago2005-06-17 08:39:28 UTC in vault item: Laboratory Comment #7794
Fullbright? Me not be downloading!
Commented 19 years ago2005-05-12 17:00:37 UTC in vault item: surf_vlr Comment #7223
I've already said what I think about surf maps :P
Commented 19 years ago2005-05-04 18:14:37 UTC in vault item: Burrowing Headcrabs Comment #7138
MAY I INQUIRE ABOUT YOUR HEADCRABS?
OOH.
Commented 19 years ago2005-04-26 11:22:51 UTC in vault item: Windows... with blinds! Comment #7012
The old cs? I'd say "The good cs". Good idea, horney.
Commented 19 years ago2005-04-06 09:14:32 UTC in vault item: de_ignorance Comment #6638
Habboi, judging by the screenie, it looks better than anything you've ever produced.
Commented 19 years ago2005-03-24 23:09:44 UTC in vault item: cs_control2 Comment #6344
Wasn't it the old one that was voted worst cs map ever or something?
Commented 19 years ago2005-03-01 18:48:07 UTC in vault item: Water Kinds 2.0 Comment #6165
Urf, fullbright.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-02-15 18:44:01 UTC in vault item: aim_patriarch-towers Comment #6027
No screenshot?
Awp map?
Aim in the title?
"Fly ramps"?

Sorry, no me es download.
Commented 19 years ago2005-02-15 17:46:14 UTC in vault item: Bathroom Fixtures Comment #6024
Upload! Prefabland! http://ejoop.com/pfl/ ! :)
Commented 19 years ago2005-02-13 07:10:31 UTC in vault item: Bathroom Fixtures Comment #5982
Meh, this isn't a prefab vault. UL them to PFL instead.
Commented 19 years ago2005-01-08 18:17:12 UTC in vault item: Visual glitch - ka_acid_bath Comment #5562
incl. rmf
Commented 19 years ago2005-01-06 20:28:03 UTC in vault item: de_full_city (final version) Comment #5519
1500 is still too much for multiplayer, but nowadays all comps can handle it, so it doesn't really matter.
Commented 19 years ago2005-01-02 22:13:27 UTC in vault item: TWHLmix Comment #5429
MIRRORED DOWNLOAD HERE;
http://m0px.net/zl/files/
MIRRORED DOWNLOAD HERE^
Commented 19 years ago2005-01-02 22:10:18 UTC in vault item: TWHLmix Comment #5428
copied from forum post

Kay, follows the review;

Well, since the map was split up in parts, I'll review each one of them.

The start (ministeves?); The first thing you notice is the boxy and oversized architecture. The ladder is unclimbable and the room itself is just a box.
The "tricky" puzzle in this room is nothing but annoying.

Headcrab room and forward;
More boxy architecture, but with some better lighting. Kind of annoying to only have grenades against them headcrabs, but hey, I made it.
The puzzle in the crystal-bridge room could be made more challenging by actually putting the crystal somewhere else than the bridge ;>
The drawbridge was very cool, very good work on that one.
Overall, this section was signified by annoying lighting, bad texturing and boxy architecture. 2/5, and that's just for the drawbridge.

Pipe walk and forward;
This section was slightly better. Better architecture aswell as texturing.
The monsters were hardly challenging, considering there were a HEV Chargers everywhere, but some fun gameplay.
The gargantua part was cool, but neither challenging nor fun. I just ran around the boxes and climbed the ladders and left it at that. A neat boss-fight would've been nicer there.

The teleportation and forward;
Excellent all the way through. I was mighty impressed with hazs (and rabids?) work here. The lighting is smooth, allthough too dark at the teleportation room but it didn't matter much, the architecture is great, aswell as texturing. It's hard to believe all of it was made in hl1 original textures.
The generator/fuel puzzle was great, allthough more puzzles on the entire section would be cool. Excellent idea to use "Pick-uppable" items and "refueling" the generator.
Great work with beams and sprites and even ambient sounds throughout the section, not to mention an interesting semi-plot Ending was v. good.

The trainstation and forward;
First thing that struck me was the very annoying lighting. The room you start in is nearly fullbright. The texturing is, well, lets say "not impressive" (hrm, the signs are inverted).
The station itself was better. The train was nicely made aswell as some (SOME) of the cliffs.
The lighting got better when you went inside - but unfortunately the texturing and architecture became uglier. The first room with the a-slaves, zombies and barnacles is just annoying and it makes no sense in them being there whatsoever. I thought it was a lab or sth, not a zoo.
The scientist cloning-machine is awesome, and the architecture and texturing in those/that room/s is good.
The corridor tha---
TRANSPORT (with no warning or fade)

The end scene
Well, what can I say? I start in(in) a very oversized bed. After I noclip out of it I swim(swim) up the sun beam while reading the mispelled text on my screen. I get stuck behind the beam and have to noclip my way out of there.
The room is nearly completely dark, and everything that I could see looked pretty oversized.
That section needs(needed?) some major revising and remaking.

Sum of all:
I must say I'm pretty disappointed.
Hazardous!' part was great - everything else held a very low standard.
I liked the usage of titles.txt, but that's pretty much everything there's to say.
Commented 19 years ago2004-12-26 21:53:17 UTC in vault item: Sanctuary Comment #5386
Boxy, Boxy, Boxy, Boxy.
Commented 19 years ago2004-12-17 21:26:18 UTC in vault item: dpb_xball_yellow (for Digital Paintball) Comment #5349
Don't rate your own map.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-12-10 08:01:16 UTC in vault item: dm_arena1_better Comment #5272
hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
Commented 19 years ago2004-12-10 07:58:33 UTC in vault item: aim_multiplearenas1 Comment #5271
Wow, how can you possibly improve this masterpiece?
Commented 19 years ago2004-11-27 21:16:44 UTC in vault item: zero_kako Comment #5185
a river. a river of BLOOD!
Commented 20 years ago2004-11-16 18:48:01 UTC in vault item: HL2/CS:S - 3D Skybox Example Comment #5074
Vassy: The SDK's been out a couple o' weeks.
Commented 20 years ago2004-10-28 15:31:41 UTC in vault item: Poly-munching "cliffs" Comment #4783
looks decent, EATS polies though. I recommend the Jaardsi techniqe for "wall" cliffs.
Commented 20 years ago2004-10-25 16:42:01 UTC in vault item: cs_schulz Comment #4739
Too lazy to add a description? Then I'm too lazy to download it.
Commented 20 years ago2004-10-23 10:23:54 UTC in vault item: Museum Lockdown Comment #4708
I must say I loved this map - pure fun.

Pros 'n cons:
+ VG architecture, quite surprisingly
+ Grunt action at its BEST!
+ Monster placement
+ Some puzzling envolved (not much though)

- Confusing puzzles - Ie, you hear Beedonk, but you have no idea what that button just did :
- Texturing - it's quite ugly and can be improved in most of the places.
- just a little too short

A strong 4/5 asterisks for you sir! Keep it up!
Commented 20 years ago2004-10-11 15:43:06 UTC in vault item: cs_1337siege Comment #4403
Very nice gameplay, not that good graphics or textures.
The detail level is good too.
Commented 20 years ago2004-10-09 22:39:41 UTC in vault item: Invisible Wall Comment #4384
Seventh made one of these way back...
Commented 20 years ago2004-09-29 18:17:41 UTC in vault item: fy_simpsons_street Comment #4162
It's not his textures, from what I can see.
The textures are from de_springfield, a truly great map with literally tens of custom sounds.
Commented 20 years ago2004-09-29 18:15:31 UTC in vault item: Breakable Glass on Door Comment #4161
Should work.. cool idea.
Commented 20 years ago2004-09-24 20:35:04 UTC in vault item: tri_base_bombing Comment #4077
Well, you dont need to include cs_dust, as_tundra or halflife.wad since they are ORIGINAL half-life/cstrike textures.

The others should fit in a zip.
Commented 20 years ago2004-09-22 11:07:51 UTC in vault item: Blend 1 and 2 Comment #4030
I've seen that somewhere before... Cant remember where.
Commented 20 years ago2004-09-19 15:37:09 UTC in vault item: My_First_Map Comment #3988
Golden rule: never release your first map. Goes with this too :P
Commented 20 years ago2004-09-18 16:00:37 UTC in vault item: Easy, Low Poly and good lookin Comment #3979
Nah, its not like that. Anyway, pretty good. keep up.
Commented 20 years ago2004-09-17 18:24:17 UTC in vault item: Easy, Low Poly and good lookin Comment #3973
omai kinda copied the jaardsi cliff techniqe! call the RIAA!