Commented 13 years ago2011-01-27 18:09:38 UTC
in vault item: Corridor and ladderComment #18784
testing now...
OKAY!
+Scripts - It's impressive to me that you're already doing this, because sadly, I've been mapping for a year now on GoldSource and I still do not know how to script things yet. +Texture Lighting +Architecture - Very well done for your first map.
-Texture stretching in some places -Misaligned textures, as well -Face splitting in the walls.
Commented 13 years ago2011-01-16 01:58:19 UTC
in vault item: flbattleComment #18739
I guess I'll try it out real quick.
EDIT: It's pretty decent in terms of architecture for a new mapper. But, in terms of gameplay... there is much to be desired.
+Nice architecture
-the weird building is floating above the sand, dunno if you've noticed, but yeah. -there's no way in through the tunnel underground. -leads to a dead end, not good for DM. -weapon placement is pretty bad. Tip: 762 ammo is for the Sniper Rifle. 568 is for the M249 SAW. -slow as hell elevator.
I think you could have put more thought into the layout of this map, but as it stands, it's pretty shitty, no offense.
Commented 13 years ago2011-01-06 08:47:25 UTC
in vault item: Beach PartyComment #18709
Pretty good entry, I like it!
but what I would suggest is slowing down the firing rate of the turrets (not the model ones) as it would help the fact that people have to godmode.
+Pretty nice architecture for a WON software buddy. ++RPG grunt
-Having to use godmode most of the time
Pretty cool entry, if you just removed maybe a couple grunts, and slowed down the firing rate on the turrets (again, not the model-based ones) I think this would have made the top 3.
map -> check for problems
that's an example of face splitting.
OKAY!
+Scripts - It's impressive to me that you're already doing this, because sadly, I've been mapping for a year now on GoldSource and I still do not know how to script things yet.
+Texture Lighting
+Architecture - Very well done for your first map.
-Texture stretching in some places
-Misaligned textures, as well
-Face splitting in the walls.
Overall, a great first map!
Get it?
I'll check it out later on...
It's still possible to run an OP4 map through HL, It'll just be missing the OP4-special weapons.
EDIT: It's pretty decent in terms of architecture for a new mapper. But, in terms of gameplay... there is much to be desired.
+Nice architecture
-the weird building is floating above the sand, dunno if you've noticed, but yeah.
-there's no way in through the tunnel underground.
-leads to a dead end, not good for DM.
-weapon placement is pretty bad. Tip: 762 ammo is for the Sniper Rifle. 568 is for the M249 SAW.
-slow as hell elevator.
I think you could have put more thought into the layout of this map, but as it stands, it's pretty shitty, no offense.
Decay
Blue Shift
Half-Life
Opposing Force
but what I would suggest is slowing down the firing rate of the turrets (not the model ones) as it would help the fact that people have to godmode.
+Pretty nice architecture for a WON software buddy.
++RPG grunt
-Having to use godmode most of the time
Pretty cool entry, if you just removed maybe a couple grunts, and slowed down the firing rate on the turrets (again, not the model-based ones) I think this would have made the top 3.
I got us a server for TWHL.
MAH BOI!
HI!
No offense to you though, since you just joined his development team. Knock some sense into em' will ya?
Also, I'm still waiting for pics on the Alien Grunt lab.
You might want to contact the people of Gorgeous Gamers, their server seems to be the most populated. I would love to see this monster on that server!
well good luck with source.
I don't think you'll be (completely) moving for awhile yet.
May I remind you that this guy is a new mapper?
Well, I was able to get through it. :/