Commented 16 years ago2008-03-25 19:15:02 UTC
in journal: #4963Comment #54702
Change the color of the light to match the sky and change its angle to match the sun and to get some shadows. DEW IT NAOW! And null off the faces you can't see.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-10-05 00:07:30 UTC
in vault item: UtopiumComment #15732
The square room above the map just holds the ambient_generic that constantly plays in the background. For global sounds, I've found that it's best to put them as far away and central to the player as possible to minimize being heard from right to left, depending on what direction the player faces.
Commented 17 years ago2007-07-28 21:32:27 UTC
in vault item: dm_cliffComment #15433
Some good, some bad, and some OK aspects to this map.
+ Texturing went nicely together, though I still say you should have gone with the original 512^2 textures. + Overall architecture was pretty good, I especially liked the windows. Mad props on that. + Great layout, albeit a might crunched. + Nice benches, though they were way too short. Try 20 units high instead of 8. +/- A very small map, but you covered that so I wasn't really expecting anything bigger.Would be fun with around 4 players, but it might get messy when more players pour in. +/- The waterfall pushed me off the map way too fast. Slow that down, there's no rush. And the scrolling water inside the water(near the edge) was an obivous bug. Null that bad boy off. - A lack of any global ambience whatsoever KILLED the feel of the map. - The harsh shadows don't fit well with the map's theme, try adding a few more bounces to clear that up. - The cliffs were about 3 inches high. Neds moar hite. At least let the player fall long enough so that he/she can't see the main playing area anymore.
But I liked it. It's a nice, original map. Get the final version done!
Commented 17 years ago2007-07-07 22:36:15 UTC
in vault item: cs_frigidComment #15293
When I played this with a few other people, the other players weren't fading out with the fog. Was that happening to anyone else? I've never experienced this before and I know it has worked in the past because cs_rain_field didn't do this. It has to be some shitty Steam engine "update" or something, that's just perfect. Now the map loses half its essence.
Commented 17 years ago2007-03-19 19:59:21 UTC
in vault item: TPComment #14420
I think the "TP" really stands for "toilet paper" because this is the kind of thing I use to wipe the shit off my ass. No, that was harsh, sorry. Really though, there is a fine line between a fun map that looks bad and a maps that blatantly scream "I DIDN'T TRY!". Better luck next time, stick around TWHL and you'll get the kind of help you need to do better in the future.
And Srry: The best advice will come from critisism found on someone's first map. I HATE it when people tell new guys not to release their first map. Its a load of bullshit, a lot of people have something worth showing off. And if it doesn't live up the community's standards, big deal. Help the guy improve.
Commented 17 years ago2007-01-19 00:33:16 UTC
in vault item: KitchenComment #14023
I know I'm just going to get flamed for givng you 4 stars on this, but here's my review. General pros and cons: +Amazingly intricate brushwork +Lots and lots of functioning drawers and cupboards +Toaster wins at life +Texturing +/- Scaling was a tad too big. Shelves should only come up to maybe 6 inches above the waistline, not all the way up to your chest. -Microwave and oven were extremely disappointing. Neither of them functioned and there was very little detail is the two. -All the drawers were empty, a big downer -The view from the window showed a flat backyard with a tree texture lining the edge, bleh. --------------The kitchen just ends. You should have cut the edge off with some walls and a few doors, even if it doesn't match your home perfectly. But putting NOT THE KITCHEN all over the edge almost made me cry.
Commented 17 years ago2007-01-01 01:28:42 UTC
in vault item: krAzYComment #13875
Should have posted this before, sorry for double posting: Maps like this can be extremely fun, Espen can go kill himself for all I care. Its a decent first map but you could have done a lot better with the textures on the outside of the brick and ceilings(there's a blatant seperation that looks fugly).
Commented 17 years ago2006-12-27 13:04:41 UTC
in vault item: iv_christmas_2006Comment #13837
Espen, play the map before commenting on how I should have made it. If you actually played the map you'd know that I did use vertex manipulation, and the only reason that they look like spikes from the screenshot is the angle of the camera.
Commented 17 years ago2006-11-26 02:57:22 UTC
in vault item: Macro Campus V1.1Comment #13552
First of all, this map is amazing for its size. This is the kind of map I really love, so mad props to you on this one.
+ITS HUGE! Plenty of room! I spent a long time looking around the map and was surprised time and time again to discover that there was even more to look into. +Atmosphere. Breathtaking environment. I love how you incoorperated a city, a beach, and mountains. Plus they all fit together very well. +Makeshift sun. The sprites in the sky made for a great lighting effect, so far the only other map that I've seen that uses that is 3d_mike's de_survivor. +The land. The land and mountains were great. The cars and other small props, not so much, but the ground itself looked great for its conservative nature. Great job on that. +R_speeds are surprisingly. I'm not sure how you managed it, but I'm in awe. I have to know how you did it. I could see some significantly stretched textures, and I know the boxy style helped a lot, but still... -Linear paths. A lot of the routes from one place to another only had one path, which leds to a linear feeling, especially when running around the mountains. -This one's a killer: Item placement. The mountains had enough stuff laying around to keep me content, but the city and the beach were practically empty. I only found maybe 4 or 5 items total in each area(and I mean ALL items. Medkits, batteries, weapons, ammo, everything). -Most roads led to a dead end, and there were a few doors that were raised high off the ground, "opening" to nothing.
Commented 18 years ago2006-09-02 19:57:37 UTC
in vault item: FogComment #12940
I never made fog, I made a fairly decent looking endless water trick but not fog. Since when has fog worked? What did you do differently? I have never been able to get fog to work, I must know how you learned this!
Commented 18 years ago2006-07-27 19:04:46 UTC
in vault item: Horror MapComment #12684
+Great brushwork +Great atmosphere +Lighting, though I would have prefered it to be a little darker(but then of course people would complain) +Texturing, I noticed that you use the asylum WAD. I'm using those same textures for a project of my own. Great set. +Pretty spooky, though nothing really made me flinch +/- The map had no real theme. It looked great, but it looked like you combined every single possible horror idea in this map. At one point I was in a kitchen and the next I was in some operating room? +/- Weapon placement. Kinda sparse on the weaponry in my opinion. -Fairly small and claustrophobic, would probably affect gameplay. But I'll definitely take visuals over gameplay for this one. -The crying girl got a little repetitive after a while.
Overall 4 stars. Great work but there is always room for improvement. I'd love to see an extended sequel to this and possibly a single player version.
Commented 18 years ago2006-06-23 19:53:52 UTC
in vault item: de_nightstrikeComment #12315
A very well thought out map and a great finished version compared to the original release. Balanced gameplay and a nice atmosphere make this a great map. Its especially nice considering that it is only your 3rd map.
Commented 18 years ago2006-06-13 03:01:43 UTC
in vault item: Air fireComment #12205
Muzz, take a good look around the vault and count how many don't actually have a real description of the map. Even Unbreakables robot thing doesn't have a description, it just says"comment please. only available 12 hours a day".
Commented 18 years ago2006-03-01 20:18:44 UTC
in vault item: labc_slasherbeachv1Comment #11073
As I said on both FPSbanana AND HIT(HIT sucks by the way) its merely ok if its your first map but its SO FREAKIN' BLAND, MY GOD. 2 stars, try harder next time.
Commented 18 years ago2006-01-31 18:20:47 UTC
in vault item: dm_poisongardenComment #10762
Amazing map, even more than i expected form the screenshots. A welldeserved 5 stars, I'd like to dicuss a possibility of csdm with this map with you over a PM conversation.
Commented 18 years ago2005-12-31 01:43:50 UTC
in vault item: PoltergeistComment #10299
What is your problem? I told you I didn't want your recompiled map! I don't care whether you just compiled it with entities or not, I specifically told you not to do it and you did it anyway!
Commented 18 years ago2005-12-24 12:35:38 UTC
in vault item: PoltergeistComment #10247
Fire.spr comes with Half Life.
By the way the only prefabs I used were the chair and bookcase in the living room. Everything else was all me, not sure what you mean by "default prefab texture on the beds" but if that means means you think I used a prefab on it, no, it was my own brushwork. Thanks for the input, very much appreciated!
Commented 18 years ago2005-12-23 18:47:58 UTC
in vault item: dm_storage_facilityComment #10233
Already been done, enter www.fpsbanana.com.
Good map but the textures just don't do it for me. HL1 textures just don't fit with HL2 style lighting or light effects. Maybe consider retexturing it with something that fits the lighting a little more.
Commented 18 years ago2005-11-28 18:39:06 UTC
in vault item: fy_digComment #9998
Music from blahhhh, hahah. Fairly nice map, pretty amazing for your second map really(he made a ka_ map before this, I know because I'm psychic). Haven't tested it with real people yet but I'll go ahead and give it 3 stars.
And null off the faces you can't see.
Nice ambience on the updated version, by the way. It really pulls the map together.
+ Texturing went nicely together, though I still say you should have gone with the original 512^2 textures.
+ Overall architecture was pretty good, I especially liked the windows. Mad props on that.
+ Great layout, albeit a might crunched.
+ Nice benches, though they were way too short. Try 20 units high instead of 8.
+/- A very small map, but you covered that so I wasn't really expecting anything bigger.Would be fun with around 4 players, but it might get messy when more players pour in.
+/- The waterfall pushed me off the map way too fast. Slow that down, there's no rush. And the scrolling water inside the water(near the edge) was an obivous bug. Null that bad boy off.
- A lack of any global ambience whatsoever KILLED the feel of the map.
- The harsh shadows don't fit well with the map's theme, try adding a few more bounces to clear that up.
- The cliffs were about 3 inches high. Neds moar hite. At least let the player fall long enough so that he/she can't see the main playing area anymore.
But I liked it. It's a nice, original map. Get the final version done!
It has to be some shitty Steam engine "update" or something, that's just perfect. Now the map loses half its essence.
For those who don't know, frigid =
-very cold in temperature
-unemotional or unimaginative; lacking passion, sympathy, or sensitivity
No, that was harsh, sorry.
Really though, there is a fine line between a fun map that looks bad and a maps that blatantly scream "I DIDN'T TRY!". Better luck next time, stick around TWHL and you'll get the kind of help you need to do better in the future.
And Srry: The best advice will come from critisism found on someone's first map. I HATE it when people tell new guys not to release their first map. Its a load of bullshit, a lot of people have something worth showing off. And if it doesn't live up the community's standards, big deal. Help the guy improve.
General pros and cons:
+Amazingly intricate brushwork
+Lots and lots of functioning drawers and cupboards
+Toaster wins at life
+Texturing
+/- Scaling was a tad too big. Shelves should only come up to maybe 6 inches above the waistline, not all the way up to your chest.
-Microwave and oven were extremely disappointing. Neither of them functioned and there was very little detail is the two.
-All the drawers were empty, a big downer
-The view from the window showed a flat backyard with a tree texture lining the edge, bleh.
--------------The kitchen just ends. You should have cut the edge off with some walls and a few doors, even if it doesn't match your home perfectly. But putting NOT THE KITCHEN all over the edge almost made me cry.
+ITS HUGE! Plenty of room! I spent a long time looking around the map and was surprised time and time again to discover that there was even more to look into.
+Atmosphere. Breathtaking environment. I love how you incoorperated a city, a beach, and mountains. Plus they all fit together very well.
+Makeshift sun. The sprites in the sky made for a great lighting effect, so far the only other map that I've seen that uses that is 3d_mike's de_survivor.
+The land. The land and mountains were great. The cars and other small props, not so much, but the ground itself looked great for its conservative nature. Great job on that.
+R_speeds are surprisingly. I'm not sure how you managed it, but I'm in awe. I have to know how you did it. I could see some significantly stretched textures, and I know the boxy style helped a lot, but still...
-Linear paths. A lot of the routes from one place to another only had one path, which leds to a linear feeling, especially when running around the mountains.
-This one's a killer: Item placement. The mountains had enough stuff laying around to keep me content, but the city and the beach were practically empty. I only found maybe 4 or 5 items total in each area(and I mean ALL items. Medkits, batteries, weapons, ammo, everything).
-Most roads led to a dead end, and there were a few doors that were raised high off the ground, "opening" to nothing.
+Great atmosphere
+Lighting, though I would have prefered it to be a little darker(but then of course people would complain)
+Texturing, I noticed that you use the asylum WAD. I'm using those same textures for a project of my own. Great set.
+Pretty spooky, though nothing really made me flinch
+/- The map had no real theme. It looked great, but it looked like you combined every single possible horror idea in this map. At one point I was in a kitchen and the next I was in some operating room?
+/- Weapon placement. Kinda sparse on the weaponry in my opinion.
-Fairly small and claustrophobic, would probably affect gameplay. But I'll definitely take visuals over gameplay for this one.
-The crying girl got a little repetitive after a while.
Overall 4 stars. Great work but there is always room for improvement. I'd love to see an extended sequel to this and possibly a single player version.
2 stars, try harder next time.
Brilliant, 5 stars.
By the way the only prefabs I used were the chair and bookcase in the living room. Everything else was all me, not sure what you mean by "default prefab texture on the beds" but if that means means you think I used a prefab on it, no, it was my own brushwork.
Thanks for the input, very much appreciated!
Good map but the textures just don't do it for me. HL1 textures just don't fit with HL2 style lighting or light effects. Maybe consider retexturing it with something that fits the lighting a little more.
1. The icon says so
2. The lighting is obviously HL1 engine lighting
3. The wad used for the train and track are cs_bdog.wad
Fairly nice map, pretty amazing for your second map really(he made a ka_ map before this, I know because I'm psychic).
Haven't tested it with real people yet but I'll go ahead and give it 3 stars.