Commented 19 years ago2005-04-08 20:43:41 UTC
in vault item: de_ignoranceComment #6685
Haha, opinions.
I liked it, I thought it was fun to play when I tested it with bots. It's pretty detailed and it's clear by the on-site info you're dedicated to the quality of the map.
No need to argue over who's comment was 'right', everyone's entitled to their own opinions :/
Commented 19 years ago2005-04-08 09:15:08 UTC
in vault item: hf_graveyardComment #6681
I don't know, the ambient sound is neat, but the rest of the map feels lacking. It's dark, and pretty much some displacements and some headstones with the clip tool. It's alright for 4 hours, I suppose, but it's still way too dark to be playable. (Post it at the SteamPowered forum and you'll get what I mean :p)
Commented 19 years ago2005-04-07 03:18:22 UTC
in vault item: de_ignoranceComment #6662
Love it.
Your dedication and attention to the detailing and the map in general is beautiful. It could use a bit more lighting contrast but meh, I can't complain. Well done.
Commented 19 years ago2005-04-04 20:32:18 UTC
in vault item: aim_shotgunComment #6593
Kind of Black-Mesa cargo facility-y, I like that theme. Could use with a sign or two next to that rounded door and some more detail-y elements (power boxes or something) but otherwise pretty cool.
Commented 19 years ago2005-04-04 20:29:24 UTC
in vault item: halComment #6590
Doesn't match the sky lighting, and it seems toooooo blue to me - Realistically (and visually) you need a contrasting yellow or red. Preferably yellow. Add some sunlight.
Open-Source maps are just maps that are distributed with their sources, habboi, hence their source information being available, just like open-source software.
Commented 19 years ago2005-01-29 18:09:41 UTC
in vault item: cs_counterstrikeComment #5772
Looks like a HL1 map in a lot of places, really - Your debris is so low-poly, no curved corners, pretty boxy. I agree with Playbus on most of his points.
Commented 19 years ago2005-01-03 18:05:10 UTC
in vault item: TWHLmixComment #5457
trapts car and train
I did them D:! The explorer is even a prefab @ Snarkpit.
/me spams credit for his prefabs ;o
It was fun to run around and look at my pitiful work from about a year ago, though. *cough*crappycrateroom*cough. And I get the ending NOW D: - The TV looked weird though.
Commented 19 years ago2005-01-03 11:04:58 UTC
in vault item: CSS_MelawanComment #5440
Looking pretty nice, but is that terrain in the front of the screenie done with the old triangle method? Looks rather pointy - use displacement maps and make it look more smoothed-out? (or it already is and the screenie doesn't show it...?)
Commented 19 years ago2004-12-17 20:34:32 UTC
in vault item: Source - HL2 SignsComment #5348
Correct.
The reason I've made them into er, un-decals, is that some of em cannot be used as decals, and if you want them hanging or on the ground or mounted on some sort of beam where it will stick out, decals are un-functional. Hence where these come in
Commented 19 years ago2004-12-12 23:54:49 UTC
in vault item: Source - HL2 SignsComment #5303
You can't - Did I leave the sets of road signs in there?
I experimented with some of the unused ones from teh road sign prop 'sheet' but I thought I deleted them for the final 'release'. All of the other ones are just prop/ textures and not models/prop textures.
Commented 20 years ago2004-11-21 12:28:06 UTC
in vault item: Compo 12 Egyptian MuseumComment #5129
I like it
The map matches the reference photos very accurately, and was pretty detailed.
And I liked the tomb part - seemed accurate to images, again, and had some fun puzzles.
I'd suggest, though, putting this in a minimod format, so we can just run your mod and make a new game instead of manually running the map - It's much more convenient for everyone that way.
I liked it, I thought it was fun to play when I tested it with bots. It's pretty detailed and it's clear by the on-site info you're dedicated to the quality of the map.
No need to argue over who's comment was 'right', everyone's entitled to their own opinions :/
Your dedication and attention to the detailing and the map in general is beautiful. It could use a bit more lighting contrast but meh, I can't complain. Well done.
Pillars are okay square-y if they have 4 or so units cut off at a 45deg angle on the sides.
RMF/VMF does hold more info, though
http://www.weebl.jolt.co.uk
This map rox :F - Good DMming. I pwned too much with the shottie though ;(
Loved this when it was first released, glad it's back.
And one round I could have sworn the CT's spawned directly across from me.
Want another HLDM conversion? ;P
Ladders don't work in HL2 (as in, the game itself, not Source in general) but they seem fine in CS:S.
I'll test when I get home.
And I remember your first Vesa map...;o
New version being hosted soon...
Looks alright, the windows all in a row on the top level is a bit un - Nova Prospekty though.
I'll have a go when I get home.
I did them D:! The explorer is even a prefab @ Snarkpit.
/me spams credit for his prefabs ;o
It was fun to run around and look at my pitiful work from about a year ago, though. *cough*crappycrateroom*cough. And I get the ending NOW D: - The TV looked weird though.
Haz, your part rocked, I loved the little fix the generator puzzle. For the rest, I agree with ZL, mostly.
Seems like a good first map, I don't particularly like the crate-warehouse setting, I'd fill it with machinery instead, otherwise, decent start.
The reason I've made them into er, un-decals, is that some of em cannot be used as decals, and if you want them hanging or on the ground or mounted on some sort of beam where it will stick out, decals are un-functional. Hence where these come in
Anyways, thanks
I experimented with some of the unused ones from teh road sign prop 'sheet' but I thought I deleted them for the final 'release'. All of the other ones are just prop/ textures and not models/prop textures.
I never noticed that, must be new. Only the de_cbble VMF was in there when I made this.
At the time of my comment, the link would redirect me back to your main page, hence my remark.
The map matches the reference photos very accurately, and was pretty detailed.
And I liked the tomb part - seemed accurate to images, again, and had some fun puzzles.
I'd suggest, though, putting this in a minimod format, so we can just run your mod and make a new game instead of manually running the map - It's much more convenient for everyone that way.
http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=119
Teh final SDK should be released in a few weeks. Displacement mapping does work in the SDK out now, though.