Comments

Commented 19 years ago2005-04-08 20:43:41 UTC in vault item: de_ignorance Comment #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_graveyard Comment #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_ignorance Comment #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 ago2005-04-05 01:06:53 UTC in vault item: cs_dust Comment #6598
Looks fairly decent. I'll give it a go tomorrow.
Commented 19 years ago2005-04-04 20:32:18 UTC in vault item: aim_shotgun Comment #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 20:30:50 UTC in vault item: dm_parking_z Comment #6591
Yep.

Pillars are okay square-y if they have 4 or so units cut off at a 45deg angle on the sides.
Commented 19 years ago2005-04-04 20:29:24 UTC in vault item: hal Comment #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.
Commented 19 years ago2005-04-03 22:02:23 UTC in vault item: Stained Glass Comment #6559
Nifty shadows, though they should be skewed (depending on where the light is entering from, I guess)
Commented 19 years ago2005-04-01 01:07:04 UTC in vault item: Repercussions Comment #6496
Screenshot :>
Commented 19 years ago2005-03-29 04:23:26 UTC in vault item: de_bridge Comment #6425
Twice? ;<
This comment was made on an article that has been deleted.
Commented 19 years ago2005-03-22 23:25:22 UTC in vault item: Carousel [source files only] Comment #6329
Open-Source maps are just maps that are distributed with their sources, habboi, hence their source information being available, just like open-source software.

RMF/VMF does hold more info, though :)
Commented 19 years ago2005-03-21 21:43:33 UTC in vault item: Carousel [source files only] Comment #6321
Open-source maps kick considerable ass, my friend ;D. Nice work, and a nice map.
Commented 19 years ago2005-02-20 20:03:16 UTC in vault item: dm_higherground Comment #6073
Screenie it :o
This comment was made on an article that has been deleted.
Commented 19 years ago2005-02-16 01:53:50 UTC in vault item: Backdraft Comment #6033
Heh, kinda cool - Fairly accurate as well. The room and texturing need a bit of work, though, so I'll rate it 3.4, rounded down to 3.
Commented 19 years ago2005-02-13 16:26:52 UTC in vault item: dm_canyonoasis_b2 Comment #5987
I'm a bit busy to test, atm, but I'd suggest adding some more displacement to that lower area and a skybox. Looks cool, though.
Commented 19 years ago2005-02-09 22:55:25 UTC in vault item: Old Ladder Technique Comment #5952
I've spent hours trying to get it to work in HL2 with a func_ladder. Doesn't work. No clue why.
Commented 19 years ago2005-02-08 11:44:00 UTC in vault item: Weebl Comment #5930
An awesome web-cartoon :)

http://www.weebl.jolt.co.uk

This map rox :F - Good DMming. I pwned too much with the shottie though ;(
Commented 19 years ago2005-02-05 04:55:26 UTC in vault item: Castle Rimrook Comment #5886
;D

Loved this when it was first released, glad it's back.
Commented 19 years ago2005-02-01 15:57:07 UTC in vault item: Sandfort Comment #5843
I got spawnkilled because I'm a bit slower in buying things.

And one round I could have sworn the CT's spawned directly across from me.
Commented 19 years ago2005-01-31 13:35:44 UTC in vault item: Sandfort Comment #5823
Looks nice, a bit small for my tastes - I got spawnkilled a time or two :P - Maybe I'm just slow. Needs a bit more of a skybox imo but otherwise fine.
Commented 19 years ago2005-01-30 16:11:45 UTC in vault item: Gyradell: Natural Victory Comment #5796
Heh, cool :D - I fancy the theme on this one more than the first.

Want another HLDM conversion? ;P
Commented 19 years ago2005-01-29 18:10:34 UTC in vault item: TNT - Huan's Apartments (for The Specialists) Comment #5773
Nice work, pretty detailed :)
Commented 19 years ago2005-01-29 18:09:41 UTC in vault item: cs_counterstrike Comment #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 ago2005-01-28 17:45:36 UTC in vault item: Old Ladder Technique Comment #5751
But, it's CS:S?

Ladders don't work in HL2 (as in, the game itself, not Source in general) but they seem fine in CS:S.
Commented 19 years ago2005-01-25 20:06:46 UTC in vault item: The Factory Comment #5726
Your busted wall in the SS is SO hl1!

I'll test when I get home.
Commented 19 years ago2005-01-24 22:37:09 UTC in vault item: Solids not rendering - O'Reilly Comment #5724
Did you run BSP on normal, or EntsOnly?
Commented 19 years ago2005-01-21 16:13:50 UTC in vault item: Vesa Research Facility Station Comment #5672
Looks pretty good judging by screenie alone, I'll test it out when I get home.

And I remember your first Vesa map...;o
This comment was made on an article that has been deleted.
Commented 19 years ago2005-01-14 13:55:58 UTC in vault item: Justice Comment #5612
I like it, and imo you should add glass to some of the windows, at least - It would look much more realistic and such.

New version being hosted soon...
Commented 19 years ago2005-01-05 14:30:23 UTC in vault item: dm_prospekt_final1 Comment #5500
Lighting it seems.

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.
Commented 19 years ago2005-01-03 18:05:10 UTC in vault item: TWHLmix Comment #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_Melawan Comment #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 ago2005-01-03 01:48:19 UTC in vault item: TWHLmix Comment #5432
Hey, I made the train @ the station as well as the glass fittings >:o /me recalls his IH 'fab set :P

Haz, your part rocked, I loved the little fix the generator puzzle. For the rest, I agree with ZL, mostly.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-12-18 22:29:21 UTC in vault item: Warehouse Comment #5375
Ratings don't matter, and whoever sits there hitting the button 50 times has no life.

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.
Commented 19 years ago2004-12-17 20:34:32 UTC in vault item: Source - HL2 Signs Comment #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 ago2004-12-13 23:07:58 UTC in vault item: Aim_gman Comment #5316
Fullbright D:
Commented 19 years ago2004-12-13 23:07:40 UTC in vault item: Source - HL2 Signs Comment #5315
Oops D:
Commented 19 years ago2004-12-13 02:47:30 UTC in vault item: Source - HL2 Signs Comment #5306
I think the roadsign ones are all models, other than that I didn't see any in the form of models. Correct me if I'm wrong D:

Anyways, thanks :)
Commented 19 years ago2004-12-12 23:54:49 UTC in vault item: Source - HL2 Signs Comment #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 19 years ago2004-12-12 18:19:50 UTC in vault item: Night Things Comment #5300
Include all of yer wads.
Commented 19 years ago2004-11-25 18:42:06 UTC in vault item: HL2/CS:S - 3D Skybox Example Comment #5163
Oh, so it does.

I never noticed that, must be new. Only the de_cbble VMF was in there when I made this.
Commented 20 years ago2004-11-21 12:31:22 UTC in vault item: Winter City Comment #5130
Hosted: http://rabidmonkey.bluewolf72.com/maps/winter_city.zip

At the time of my comment, the link would redirect me back to your main page, hence my remark.
Commented 20 years ago2004-11-21 12:28:06 UTC in vault item: Compo 12 Egyptian Museum Comment #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.
Commented 20 years ago2004-11-20 21:45:33 UTC in vault item: Winter City Comment #5119
I'd host it if the DL link actually worked.
Commented 20 years ago2004-11-19 20:02:54 UTC in vault item: HL2/CS:S - 3D Skybox Example Comment #5107
Try Snarkpit's example on how to setup SDK for HL2.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=119
Commented 20 years ago2004-11-18 04:33:22 UTC in vault item: stepping_stones Comment #5093
;)

Teh final SDK should be released in a few weeks. Displacement mapping does work in the SDK out now, though.
Commented 20 years ago2004-11-14 17:13:41 UTC in vault item: stepping_stones Comment #5048
If that's terrain I see, you might wanna hold off on it, if you're making this for HL2 - Displacement mapping renders VM terrain obsolete.