Commented 17 years ago2006-12-10 02:52:08 UTC
in vault item: dod_siwaComment #13647
Some great looking stuff, but not without problems.
Before I say anything I would recommend ditching filefront for some better hosting--unless you like annoying people. Filefront fucking sucks with their fucking forced adverts /rant
+Superb architecture. +Interesting layout +good lighting. =mostly good texturing -ambience? -unrealistic clipped barriers --disappearing faces everywhere on the map
The texuring is great mostly, but some on the temple/pyramid and the other parts looks too generic and plain imo. I would recommend finding somebody who is really good at texturing--that's not mee--, and ask them for advice maybe.
Are there any sounds in the map, even wind? Add some sounds! I just got done playing the They Hunger mod, and you should see how astonishingly well they utilize ambience to add realism in that mod!!
At the allies spawn where your walking up the sand dune, there is nothing blocking your path, but yet you cant proceed. I would try to think of a more realistic way of blocking the player, like with barbed wire, debris, etc.
However, the worst problem of the map is all the disappearing faces, pretty much all over the map. Either you've nulled things you think the player can't see, or the brushes are borked. You definitely have to fix this imo.
Anyway, all said, it's really solid work. I hope you finish it
Commented 17 years ago2006-12-10 02:32:15 UTC
in vault item: fy_quickshotComment #13646
Suprisingly great stuff!!1
I agree with mcmitcho, but it really would be better suited as a hostage rescue/bomb defuse imo, but whatever.
Everything looks great imo.
+Superb architecture +Superb texturing +Nice lighting +great detailing =Ambience is fine, but maybe some more sounds other than the music, and I would remove that italy guitar song--the other is ok.
Speaking of ambience, If you've never played the mod "They Hunger", you should check it out just for this reason. That mod used sound to add realism to the map, better than any other mod I've ever played. =Gamepaly. No idea until I play it on a server, but I'm sure it would be fun -Inaccessible weapons: I never think it's cool to put weapons in front of the player that they can never get, or is there a way to get them? -some of your clip brushes blocked the player unnaturally.
For example, the two stacked boxes by the window. The boxes are both the same height, and you can jump on top the first box. Inexplicably, you can't jump onto the second box even though it's the same as the last.
I would recommend if you want to block the player from an area, find a more realistic way to do it.
Anywho, excellent stuff despite my little nitpicks.
Commented 17 years ago2006-12-10 02:06:16 UTC
in vault item: cs_kool_deathmatchComment #13645
Compliments first:
+You provided the correct directory structure!!1 Many verterans don't even do that *win +No major errors, entities competently set up. +Fine layout for a fy/aim etc.--is that the same as cs_deathmatch? +The pushables are a nice addition, and better yet they give me an idea for my own fy map!!
Criticisms: -Blocky. Try rounding of corners, and adding trims and detail work. Blocky also means everything is generally too thick/unrealistic. -one or both of your ladders is intersecting the wall--looks bad. -You used 4 additional wads and the whole map has 4 freakin' textures!!1 You couldn't find anything in the whole half-life or cstrike wad that would work for this simple map!? (joking, but really )
I think that's about it. Nice work for a beginners map... good job!
A very creative remake, faithful to the original in many ways, yet with some nice new twists.
I could nitpick about small mapping flaws, but the most important thing with a map like this is how it plays I guess. (If you're having fun playing, you're more paying attention to not getting killed, rather than small details ;))
The biggest, obvious potential problem for this map imo would be the performance. The r_speeds are very acceptable in many places, but on the edges of the map, they get sort of nasty. Again, if it plays okey--you get decent fps--then I suppose the r_speeds are irrelevant.
Anyway, nice stuff. I liked a lot of the layout changes and additions like the driveable apc and the conveyor inside. Makes me want to build my own Assault clone one day
Commented 17 years ago2006-12-04 21:19:24 UTC
in vault item: cs_deathmatch_simpsonsComment #13608
Pretty bad stuff.
+Architectue is boxes boxes and you guessed it, some more boxes. -Textures are horribly applied -layout is nothing to write home about--not that it needs to be for this type of map. -gfx sky doesn't match the texturing. -no detail work, no trims, no nothing really except some poorly applied decals.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 17 years ago2006-11-30 17:15:13 UTC
in vault item: GungodComment #13586
Superb stuff indeed
+Original idea +Turrets = maximum pwntages +Simple yet varied/original/elegant architecture +Great textures--I love those archway textures/lights +Good/creative lighting. +Great layout afaik without playing) =maybe the cool arch texturing/structure is too repetative =Env_sounds nice in the interior areas, but I would remove them from the courtyard for being too strenuous on the ears -No horrible faults I can see atm
Very refreshing, great stuff, period.
nitpicks:
-Provide the full directory structure so we just have to copy/paste one file. -When you press the button that has secreted within it the superjump, you can see the door though the wall above, and their is no lip value set, so you see th intersection below.
Superb work, now finish the rest of those pretty things on your que line
Commented 18 years ago2006-11-25 17:18:55 UTC
in vault item: ArchComment #13549
Quite nice stuff!.. especially for your first!
+Excellent, creative detailing +Good use of the original textures +Lighting is fine +Very neat HEV sequence =Nice ambients, maybe add some more
I love the bulletproof glass/mesh holding up the rock, and all the nice little details. You've still got lots of room to add stuff, and I'm sure you will judging by what you have so far.
Great work so far, keep it up!
(One small thing you can add btw to Freeman's office--if it is his--is a desk name tag. While using the texture browser, type in NAMES, and all the various nametags--including freemans--will pop up.)
Commented 18 years ago2006-11-25 11:20:29 UTC
in vault item: aim_pistolroundComment #13548
"blocky, to the point of injury" --LOLZ!!1
Well in order for it to be blocky, there has to be some architecture, which there there is almost none
Map = A box, crates, 2 ramps, 2 pillars.
Like Hunter said though, It LOOKS ok for what it is. Would still probably be fun to play--all these types of maps are poorly mapped, but somehow they're all fun too
Also agree with Huntee about the lighting--subtle and dark over too bright/fullbright any day of the week.
Commented 18 years ago2006-11-22 08:53:12 UTC
in vault item: KidnappedComment #13527
Inexplicably, the first time I played it it asked me for cstrike.wad, and then another one. Upon playing it again, it loaded fine--sorry!
Some nice little detail items like the tv and the computer stuff. Make some of the brushes that look "funny" into func_walls, or texture all the brushes of one prop "as one" with the same other properties, so it looks better.
Other nice, thoughtfully designed props--like the bed--were fine, if not scaled a little weird.
The rest of the first room is hugely huge and blocky--it's a box :)--, and quite unrealistic.
I couldn't get past the first room--how do you get out? I don't spend a lot of time reviewing a single map, and I'm kinda new to SC, so please indulge my ignorance on how to proceed, and I might finish the rest
Commented 18 years ago2006-11-21 19:56:38 UTC
in vault item: Macro Campus V1.1Comment #13523
K. I redownloaded, and it worked--problem on my end it seems, Sorry!
Breathaking stuff! Superb performance for such a goddamned-huge map!
++superb texturing and custom sky +Great architecture, but some things are boring--to keep r_speeds down, probably. ++Absolutely superb performance =Could use more interior spaces maybe =could maybe use more routes to town, like a cable car or a water route or something.
Some of your cliff's verticeis don't match up. HLFix or redesigning them a little will easily fix it, otherwise the brushwork is very clean.
Did you map this of a real place? This level contains far more comprehensiveness of a real location than most maps I've played, and when I do come across them, it's usually because there modelled after real locations.
I'll have to play this again, when i have more time--this thing is huge! It will take me a while to explore all the goodies
Commented 18 years ago2006-11-21 19:40:00 UTC
in vault item: de_madnessComment #13522
This would be a neat layout for an FY map, and not a traditional bomb/defuse, but whatever.
+intriguing layout--for FY +almost no technical errors, except some intersecting brushes by the rifle slots. = architecture =boring textures =No way for me to rate gameplay
Commented 18 years ago2006-11-21 18:52:13 UTC
in vault item: Minimod TemplateComment #13518
What a nice idea, though I think the minimod tutorial here includes an example. Even if it does, it's still a useful thing for people I guess.
My only complaint is that you include the "config.CFG" file, that is not only completely unnecessary in most cases, it's annoying because it resets you key binds.
Commented 18 years ago2006-11-21 18:48:04 UTC
in vault item: de_aztec_cobComment #13517
Suprisingly neat stuff!
++Superb/unique architecture in many places +Nice lighting in most places ++Superb performanace in huge open areas--Impressive =nice volumetric light (room for improvement) =map is overly huge =A lot of areas look to much alike -not enough small detail work/props
Some closer detail to the small detail and props like the crypts--they were square boxes with no decoration whatsoever, and the skeletons "floating". Pretty much everywhere there was no small detail items, but in the same your r_speeds are immaculately low. The fine detail stuff makes you level so much more interesting though.
I can't rate gameplay, since I didn't fight anyone on it; I'd be VERY interested to see how this plays.
All in all, a superb go at a Aztec remake, refreshingly original layout, and thoughtfully constructed.
Commented 18 years ago2006-11-17 10:36:58 UTC
in vault item: Fy_GlasshouseComment #13469
Well, this is not your typical FY map, in more ways than one--maybe you should change the title?!
For starters there are no weapons; FY maps leave piles of guns for the players to use. This is also way more detailed/nice than 99% of any FY maps i've ever seen
The glass stuff might be interesting in a game. The stairways are kinda hard to see, as well navigating the glass maze, but maybe that was intentional on your part. I doesn't matter anyway, since you can shoot through it I guess
I like the "caverny" parts... not very fancy, but the rock parts that connect you to the glass part look really good imo.
Last nitpick, align your volumetric light properly, and make them 3D... they'll look so much better. By 3D, I mean make each "side" of the light rays out of a seperate brush. Then apply the fade texture inside and out of the beam, so it doesn't disappear when you look under it.
Very nice map, and quite spectacular for you first!
Commented 18 years ago2006-11-05 19:39:03 UTC
in vault item: SweetHomeCityComment #13432
Your most fun SC map yet!
I'm fairly new to SC, so please feel free to fill me in on any misconceptions I might have about your map, while reviewing it.
I played this for like 35 minutes--long time for me to play something--just too much fun But after you kill everyone--I killed the "twin super zombies" under the floor where the monster_human_assasisn is last--, then what do you do? Do you just keep entering the apartement to spawn more bad guys?
I was really impressed by the quality of this map. It doesn't have the most superb architecture, texturing or anything--though it is very good--, but I was immersed the entire time in the theme. There was never a time when I didn't believe I was in a little apartement, in a small urban neighborhood--except maybe at the one end of the map by the APC, where you can't continue, but nothing is blocking your path.
Your attention to detail and use of little props was superb though. Nice little interactive things like the breakables and switchable textures for some of the broken appliances were a nice touch too.
The only thing I can think to add in this region would be, that in the apt there were TONS of nice places to hide secret goodies--on top of cupboards, inside the shower, etc.--, where you didn't.
After I played on regular for awhile, I found out you can use "impulse 101" for Sven! The SC weapons are MUCH more fun than the originals--my fav was the akimbo uzis and the sniper rifle :). Is there anyway to make "noclip" work too?!
Commented 18 years ago2006-11-04 20:56:16 UTC
in vault item: Room of DoomComment #13427
I realize the theme you were going for, but some of your nice architectue would look so much better with better choice/placement/creation of textures.
Superb architectue just goes unoticed with this engine if it's not textured right, and I suppose you could argue texturing is more important for looks than archiutecture for HL1.
Your r_speeds are very playable, which is nice for a big wide-open map like this.
The lava just looks horrible, I don't care what you were trying to achieve witht the theme--it's just stupid imo.
Doodads like the teleports and the "kill-all" switch are always a plus, as well the trademark "B Y K A M P Y" on the map which always makes me lol
I don't normally play this game, so it's impossible for me to rate it fully considering that, and since I don't map for this, I have no idea what's causing the crash-restart.
I reloaded cs:cz so I could play the singleplayer missions again, so I though i'd give this a run.
It was fun shooting at the bots, but as you said, shutting down is very annoying--which I don't have to tell you.
The mapping seemed mediocre at the very best to me.
Sorry I couldn't be very helpful!
This comment was made on an article that has been deleted.
Commented 18 years ago2006-11-02 21:47:18 UTC
in vault item: Broken LadderComment #13411
It's probably not a ladder problem, but an Invisible Brush problem. Hammer sometimes makes brushes during the compile that aren't supposed to be there--it's an annoying, but easy to fix bug.
To fix this, rebuild the area immediately around the ladder, and/or convert the immediate area's brushes to func_walls.
Commented 18 years ago2006-11-02 21:03:11 UTC
in vault item: VIS freezes (de_theater)Comment #13410
Should also not that I compiled on fast VIS and the whole thing compiled in a minute or so. The seats were NOT func_walls btw...the only entities you had in the whole map were the info_player_start and deathmatch
Commented 18 years ago2006-11-02 21:00:27 UTC
in vault item: VIS freezes (de_theater)Comment #13409
K, what I did:
-I completely retextured with stock HL ones only.
-Modified a decent portion of your architecture to put vertecies on-grid--mostly the arch thing on the stage and the seats.
-Added an extra brush to each of your seats. The seats could use a full re-design in my opinion--google images for reference
-Made that arch thing a func_wall to make it render right--otherwise it has faces that simply won't show. If you build something like that again, I would recommend not using the arch tool, and make sure all your vertexes are on-grid.
-Added some simple textlights--you need to compile with the file I added called "de_theater.rad" to make the lights work for future compiles.
Well, that's all I can remember. In general, your architectue was very good/clean, except for those off-grid bits. This map still has TONS of room for improvement, and I hope you continue to improve/finish it!
Commented 18 years ago2006-11-02 17:39:45 UTC
in vault item: VIS freezes (de_theater)Comment #13407
Whoa, they are already func_walls and your vis is still taking forever!? What is your computer specs?
Use Wally to copy the textures only from those wads, and include them in a custom wad for us "testers". This way, it's easier for us to test the map. In fact, for this beta, I would only stick to the standard HL textures. I say this because more people will be apt to test it if they don't have to add 50 wads to hammer
Transparent textures are like the fence textures, preceded by a { symbol using the texture browse in Hammer. To utilize them:
1. Apply the texture, and make the brush a func wall. 2. Set Render mode to "solid" and FX Amount to "255". This done, all the blue parts of the texture will be invisible.
You could make an entire row of chairs--well on one side of the theatre--a single brush or two, and make a custom texture of the theatre seats with pure blue in-between them--giving the illusion they are seperate brushes.
Rimrook is a better texturer than me, so if you PM him, he may create the texture for you--if you don't want to give it a go yourself. If Not, I'd be willing to give a crack at it
I'm going to retexture your map and try to compile it right now...results soon.
Commented 18 years ago2006-11-01 23:12:45 UTC
in vault item: VIS freezes (de_theater)Comment #13403
1st, include your textures with your problem map--I loaded the cstrike.wad, but still none of the textures came up--, which wads did you use?
When it seems to stop at "leafthread" it's not frozen, but still compiling. A couple things you could do to make your VIS go faster:
1. Make all the chairs func_walls. You might as well do it anyway, because in an open are like this, they're all visible at once. When you make them func_walls, Vis makes the visible all the time, and does not have to do any calculations including them. Thes chairs and the big open area are what's giving VIS such a headache.
The problem with doing this, is it will probably plunge your wpoys into the 2000-3000 range, which is far too high. This leads to the second option:
2. Transparent textures. make each row of seats ONE brush, with a 2D transparent texture of the seats--for the front, back, and sides. It wont look as realistic, but at least it will be playable from a wpoly perspective.
3. I'm sure there is another option, but I can't think of another one right now
Lastly, to make the VIS part of your compile run faster, in general, try these things:
-Scale up textures a bit. Try a test: Make a big box and scale the wall textures to .25, and notice how long the VIS takes for just an empty box. Scale it up to just 1.00 or @.00 and VIS will run almost instantaniouly!
So make sure your textures are scaled up reasonably, but don't do it too much, or your lightmaps will look bad--when you scale up the textures, the resulting lights in your map will scale up too, which looks bad if they are too high.
-Run on fast VIS all except the final compile. Fast VIS is very fast, but the downside is it doesn't make very efficent visibility calculations, resulting in higher than normal r_speeds.
I run fast VIS every time except right before I release a map. Then I fun with regular VIS to get my wpolys as low as possible.
Commented 18 years ago2006-11-01 22:51:03 UTC
in vault item: LLOD_stalingrad_vsComment #13402
Well I just wrote a big review and lost it, so to quickly recap:
Provide the proper directory structure instead of telling how to do it in a readme file!... I mean really. If you don't know what I mean by this, PM me and I'll elaborate.
+Nice texturing--except the snow was a bit repetative and too squrare imo +Nice general architecture, but it could be more interesting +good detail work in places, but you could use more ++Soviet Flat!! +good performance r_speeds
--Not enough routes between each side. --Not enough "inside"--boring --Layout is too symmetrical, with not enough cool defining differences imo. --Layout is too small
All in all a nice start, but this needs more development imo. Take into account I can't rate the gameplay accruately without playing it on a server, so this is just my limited, general impression.
I just use the -na parameter, but I don't see how any of them would relate to the Outside World errors... and since so many people I talk to that use it never mentioned that error, perhaps you are the odd man out
PM NinjaGrinch maybe--he taught me everything I know about HLFix...
Commented 18 years ago2006-11-01 16:44:58 UTC
in vault item: Research ComplexComment #13399
I like you little HEV cordon. Even if it's a little bulky and weird, it's still original and thoughtfully constructed. Having the door controls on there too was also a little weird, but no great deal.
I like dark maps, because it's easier to appreciate the contrast between light and dark, but I think this map is a bit too dark. The dark is ok, just throw some nice bright portions to contrast it.
Not really much to say about the rest because it's so tiny, but very nice work just the same
I've never had that problem with HLFix, so I don't reall know how to comment except are you absolutely sure it's HLFix?
Imo it's an absolutely essential tool for detailed architecture to look right.
Though you do extrordinarily well without it, you're really limiting what you can do in terms of certain types of architecture by not using it.
I'm sure you say to yourself all the time: "this looks great in hammer, but I know how bad the compile will fuck it up, so I'll just do it another way..."
Commented 18 years ago2006-10-30 18:43:12 UTC
in vault item: sc_officeesComment #13391
Pretty hard for one person, but I guess that's why it's called Coop!
I didn't get too far by myself, but what I saw looked ok, if not a little plain.
In those little rooms you have SO much "room" to add nice detail props and other detail work like trims and fixtures. those doors in the first room did look nice though
You streteched some of the textures too much like the walls in the first room. Look at the dimensions of the texture. In most cases--especially for walls--scale them to exactly what the dimensions are to get the right scale.
For example, that fifties_wall you used in the first room's dimensions are 128x128. Set the x scale and y scale to 1.28 and it will look the way it's supposed to.
As you get more experieced, you'll realize when to bend and break this rule for certain cases and effects, but in general it's a pretty good rule to follow imo.
I never played the original Uplink, but this feels very stock HL to me--but nicer--, so I know you held true to the original. Seamless scripting and triggers make this map a lot of fun to play. Visually very nice in parts, but the original architecture still permeates much of the map, which is pretty much my only complaint for the mod. But, your trying to hold true to the original, so this is acceptable.
Though I must say I agree with Captain P about revisiting old ground, I also belive any mapping that you can get exited about doing is good, and of course every new map you make makes you more efficient at the whole process. I'm sure you learned some new stuff/honed your skills on entity setups rebuilding this map!!1(I would love to decompile some of them to see how certain things were done exactly :))
I really need to play the original sometime so I can fully appreciate the differences
++superb scripting of NPCs and monsters (I didn't experience the sripting errors others mentioned) +superb event triggers and sequences ++seamless work, very clean +Nice architecture and Nice detail in places, but still very HLish style
Excellent work!
Misc bugs I noticed:
-Before the Grunt closes the big door in the big room, you can see it intersecting the wall--which is strange becuase the door seems to be much thinner than the wall :puzzled:
-Someone else mentioned the shovels...not the most sophisticated architecture. I can see no reason why they should look that way if you use HLFix--don't you? Not at all a huge deal. Plus you can see empty space behind the little pile of dirt. /nitpick
-If you "save" the grunt from the barnacle--right after under the pipe in the toxic waste--he blocks your path from continuing, and you can't kill him.
Before I say anything I would recommend ditching filefront for some better hosting--unless you like annoying people. Filefront fucking sucks with their fucking forced adverts /rant
+Superb architecture.
+Interesting layout
+good lighting.
=mostly good texturing
-ambience?
-unrealistic clipped barriers
--disappearing faces everywhere on the map
The texuring is great mostly, but some on the temple/pyramid and the other parts looks too generic and plain imo. I would recommend finding somebody who is really good at texturing--that's not mee--, and ask them for advice maybe.
Are there any sounds in the map, even wind? Add some sounds! I just got done playing the They Hunger mod, and you should see how astonishingly well they utilize ambience to add realism in that mod!!
At the allies spawn where your walking up the sand dune, there is nothing blocking your path, but yet you cant proceed. I would try to think of a more realistic way of blocking the player, like with barbed wire, debris, etc.
However, the worst problem of the map is all the disappearing faces, pretty much all over the map. Either you've nulled things you think the player can't see, or the brushes are borked. You definitely have to fix this imo.
Anyway, all said, it's really solid work. I hope you finish it
I agree with mcmitcho, but it really would be better suited as a hostage rescue/bomb defuse imo, but whatever.
Everything looks great imo.
+Superb architecture
+Superb texturing
+Nice lighting
+great detailing
=Ambience is fine, but maybe some more sounds other than the music, and I would remove that italy guitar song--the other is ok.
Speaking of ambience, If you've never played the mod "They Hunger", you should check it out just for this reason. That mod used sound to add realism to the map, better than any other mod I've ever played.
=Gamepaly. No idea until I play it on a server, but I'm sure it would be fun
-Inaccessible weapons: I never think it's cool to put weapons in front of the player that they can never get, or is there a way to get them?
-some of your clip brushes blocked the player unnaturally.
For example, the two stacked boxes by the window. The boxes are both the same height, and you can jump on top the first box. Inexplicably, you can't jump onto the second box even though it's the same as the last.
I would recommend if you want to block the player from an area, find a more realistic way to do it.
Anywho, excellent stuff despite my little nitpicks.
Superb work!
*****
+You provided the correct directory structure!!1 Many verterans don't even do that *win
+No major errors, entities competently set up.
+Fine layout for a fy/aim etc.--is that the same as cs_deathmatch?
+The pushables are a nice addition, and better yet they give me an idea for my own fy map!!
Criticisms:
-Blocky. Try rounding of corners, and adding trims and detail work. Blocky also means everything is generally too thick/unrealistic.
-one or both of your ladders is intersecting the wall--looks bad.
-You used 4 additional wads and the whole map has 4 freakin' textures!!1 You couldn't find anything in the whole half-life or cstrike wad that would work for this simple map!? (joking, but really )
I think that's about it. Nice work for a beginners map... good job!
I just played it again, and I'm still completely astounded by the detail in your brushwork for this. It really looks beautiful!!1
Simply some of the best attention to detail I've ever seen in a Half-Life map, period. Also, fantastic use of the original textures.
Sorry I didn't rate before.
*win
*****
I could nitpick about small mapping flaws, but the most important thing with a map like this is how it plays I guess. (If you're having fun playing, you're more paying attention to not getting killed, rather than small details ;))
The biggest, obvious potential problem for this map imo would be the performance. The r_speeds are very acceptable in many places, but on the edges of the map, they get sort of nasty. Again, if it plays okey--you get decent fps--then I suppose the r_speeds are irrelevant.
Anyway, nice stuff. I liked a lot of the layout changes and additions like the driveable apc and the conveyor inside. Makes me want to build my own Assault clone one day
+Architectue is boxes boxes and you guessed it, some more boxes.
-Textures are horribly applied
-layout is nothing to write home about--not that it needs to be for this type of map.
-gfx sky doesn't match the texturing.
-no detail work, no trims, no nothing really except some poorly applied decals.
+Original idea
+Turrets = maximum pwntages
+Simple yet varied/original/elegant architecture
+Great textures--I love those archway textures/lights
+Good/creative lighting.
+Great layout afaik without playing)
=maybe the cool arch texturing/structure is too repetative
=Env_sounds nice in the interior areas, but I would remove them from the courtyard for being too strenuous on the ears
-No horrible faults I can see atm
Very refreshing, great stuff, period.
nitpicks:
-Provide the full directory structure so we just have to copy/paste one file.
-When you press the button that has secreted within it the superjump, you can see the door though the wall above, and their is no lip value set, so you see th intersection below.
Superb work, now finish the rest of those pretty things on your que line
5
Sort of... it says Anom. Mat. Labs
I could have sworn ther was a better one than that, but I've not been able to find it
You may have to make some crispy custom textures
+Excellent, creative detailing
+Good use of the original textures
+Lighting is fine
+Very neat HEV sequence
=Nice ambients, maybe add some more
I love the bulletproof glass/mesh holding up the rock, and all the nice little details. You've still got lots of room to add stuff, and I'm sure you will judging by what you have so far.
Great work so far, keep it up!
(One small thing you can add btw to Freeman's office--if it is his--is a desk name tag. While using the texture browser, type in NAMES, and all the various nametags--including freemans--will pop up.)
Well in order for it to be blocky, there has to be some architecture, which there there is almost none
Map = A box, crates, 2 ramps, 2 pillars.
Like Hunter said though, It LOOKS ok for what it is. Would still probably be fun to play--all these types of maps are poorly mapped, but somehow they're all fun too
Also agree with Huntee about the lighting--subtle and dark over too bright/fullbright any day of the week.
Here's a picture of what I mean, of one method to achieve the 3D volumetric light:
https://sites.google.com/site/rowleybob/3dvolumetriclight.jpg
Or for more info, check out the .rmf from my compo 20 map:
https://twhl.info/vault/view/3885
Some nice little detail items like the tv and the computer stuff. Make some of the brushes that look "funny" into func_walls, or texture all the brushes of one prop "as one" with the same other properties, so it looks better.
Other nice, thoughtfully designed props--like the bed--were fine, if not scaled a little weird.
The rest of the first room is hugely huge and blocky--it's a box :)--, and quite unrealistic.
I couldn't get past the first room--how do you get out? I don't spend a lot of time reviewing a single map, and I'm kinda new to SC, so please indulge my ignorance on how to proceed, and I might finish the rest
Breathaking stuff! Superb performance for such a goddamned-huge map!
++superb texturing and custom sky
+Great architecture, but some things are boring--to keep r_speeds down, probably.
++Absolutely superb performance
=Could use more interior spaces maybe
=could maybe use more routes to town, like a cable car or a water route or something.
Some of your cliff's verticeis don't match up. HLFix or redesigning them a little will easily fix it, otherwise the brushwork is very clean.
Did you map this of a real place? This level contains far more comprehensiveness of a real location than most maps I've played, and when I do come across them, it's usually because there modelled after real locations.
I'll have to play this again, when i have more time--this thing is huge! It will take me a while to explore all the goodies
Great map, keep 'em coming
+intriguing layout--for FY
+almost no technical errors, except some intersecting brushes by the rifle slots.
= architecture
=boring textures
=No way for me to rate gameplay
If you get it straightend out and still want a review, PM me.
maybe something like: "Minimod Template" or "Mod Template"
My only complaint is that you include the "config.CFG" file, that is not only completely unnecessary in most cases, it's annoying because it resets you key binds.
++Superb/unique architecture in many places
+Nice lighting in most places
++Superb performanace in huge open areas--Impressive
=nice volumetric light (room for improvement)
=map is overly huge
=A lot of areas look to much alike
-not enough small detail work/props
Some closer detail to the small detail and props like the crypts--they were square boxes with no decoration whatsoever, and the skeletons "floating". Pretty much everywhere there was no small detail items, but in the same your r_speeds are immaculately low. The fine detail stuff makes you level so much more interesting though.
I can't rate gameplay, since I didn't fight anyone on it; I'd be VERY interested to see how this plays.
All in all, a superb go at a Aztec remake, refreshingly original layout, and thoughtfully constructed.
Nice job!
I LOVED the Punching hand and the kicking boot... LOLOLOLOL!!1 XD
++Well-thought out script, voice acting
+The "Ranger" skins made me lol
+Beautiful cutscenes
+Very nice Brushwork/lighting/texturing
++Beginning "TV" shot well done
++Frickin' Hilarious!
Superb work, perfect for the compo!
*****
Yep, all those gibs cause the "too many enties" error, a.k.a. "no free edicts", and zaps you back to windows after some erratic engine behavior.
Otherwise, the map is pretty clean imo.
Quite right Hunter, this definitely belongs in unfinished...
<moving to unfinised>
For starters there are no weapons; FY maps leave piles of guns for the players to use. This is also way more detailed/nice than 99% of any FY maps i've ever seen
The glass stuff might be interesting in a game. The stairways are kinda hard to see, as well navigating the glass maze, but maybe that was intentional on your part. I doesn't matter anyway, since you can shoot through it I guess
I like the "caverny" parts... not very fancy, but the rock parts that connect you to the glass part look really good imo.
Last nitpick, align your volumetric light properly, and make them 3D... they'll look so much better. By 3D, I mean make each "side" of the light rays out of a seperate brush. Then apply the fade texture inside and out of the beam, so it doesn't disappear when you look under it.
Very nice map, and quite spectacular for you first!
Looks pretty nice whatever it is
Also try CounterMap. I thought their site was down for good, but it's back up at a new domain. Here it is:
http://www.countermap2.com/Tutorials/index.html
(Prays to TWHL edit comments god)
And yes, CSS.
I'm fairly new to SC, so please feel free to fill me in on any misconceptions I might have about your map, while reviewing it.
I played this for like 35 minutes--long time for me to play something--just too much fun But after you kill everyone--I killed the "twin super zombies" under the floor where the monster_human_assasisn is last--, then what do you do? Do you just keep entering the apartement to spawn more bad guys?
I was really impressed by the quality of this map. It doesn't have the most superb architecture, texturing or anything--though it is very good--, but I was immersed the entire time in the theme. There was never a time when I didn't believe I was in a little apartement, in a small urban neighborhood--except maybe at the one end of the map by the APC, where you can't continue, but nothing is blocking your path.
Your attention to detail and use of little props was superb though. Nice little interactive things like the breakables and switchable textures for some of the broken appliances were a nice touch too.
The only thing I can think to add in this region would be, that in the apt there were TONS of nice places to hide secret goodies--on top of cupboards, inside the shower, etc.--, where you didn't.
After I played on regular for awhile, I found out you can use "impulse 101" for Sven! The SC weapons are MUCH more fun than the originals--my fav was the akimbo uzis and the sniper rifle :). Is there anyway to make "noclip" work too?!
Great map!
Superb architectue just goes unoticed with this engine if it's not textured right, and I suppose you could argue texturing is more important for looks than archiutecture for HL1.
Your r_speeds are very playable, which is nice for a big wide-open map like this.
The lava just looks horrible, I don't care what you were trying to achieve witht the theme--it's just stupid imo.
Doodads like the teleports and the "kill-all" switch are always a plus, as well the trademark "B Y K A M P Y" on the map which always makes me lol
I reloaded cs:cz so I could play the singleplayer missions again, so I though i'd give this a run.
It was fun shooting at the bots, but as you said, shutting down is very annoying--which I don't have to tell you.
The mapping seemed mediocre at the very best to me.
Sorry I couldn't be very helpful!
That pretty much applies to everything about Hammer and it's bugs--none of it is hard, it just takes a while getting "used" it and it's quirks
To fix this, rebuild the area immediately around the ladder, and/or convert the immediate area's brushes to func_walls.
-I completely retextured with stock HL ones only.
-Modified a decent portion of your architecture to put vertecies on-grid--mostly the arch thing on the stage and the seats.
-Added an extra brush to each of your seats. The seats could use a full re-design in my opinion--google images for reference
-Made that arch thing a func_wall to make it render right--otherwise it has faces that simply won't show. If you build something like that again, I would recommend not using the arch tool, and make sure all your vertexes are on-grid.
-Added some simple textlights--you need to compile with the file I added called "de_theater.rad" to make the lights work for future compiles.
Well, that's all I can remember. In general, your architectue was very good/clean, except for those off-grid bits. This map still has TONS of room for improvement, and I hope you continue to improve/finish it!
Here's the updated map and a screenshot:
http://rowleybob.googlepages.com/de_theater0000.zip
http://rowleybob.googlepages.com/de_theater0000.jpg
Good luck!
Use Wally to copy the textures only from those wads, and include them in a custom wad for us "testers". This way, it's easier for us to test the map. In fact, for this beta, I would only stick to the standard HL textures. I say this because more people will be apt to test it if they don't have to add 50 wads to hammer
Transparent textures are like the fence textures, preceded by a { symbol using the texture browse in Hammer. To utilize them:
1. Apply the texture, and make the brush a func wall.
2. Set Render mode to "solid" and FX Amount to "255". This done, all the blue parts of the texture will be invisible.
You could make an entire row of chairs--well on one side of the theatre--a single brush or two, and make a custom texture of the theatre seats with pure blue in-between them--giving the illusion they are seperate brushes.
Rimrook is a better texturer than me, so if you PM him, he may create the texture for you--if you don't want to give it a go yourself. If Not, I'd be willing to give a crack at it
I'm going to retexture your map and try to compile it right now...results soon.
When it seems to stop at "leafthread" it's not frozen, but still compiling. A couple things you could do to make your VIS go faster:
1. Make all the chairs func_walls. You might as well do it anyway, because in an open are like this, they're all visible at once. When you make them func_walls, Vis makes the visible all the time, and does not have to do any calculations including them. Thes chairs and the big open area are what's giving VIS such a headache.
The problem with doing this, is it will probably plunge your wpoys into the 2000-3000 range, which is far too high. This leads to the second option:
2. Transparent textures. make each row of seats ONE brush, with a 2D transparent texture of the seats--for the front, back, and sides. It wont look as realistic, but at least it will be playable from a wpoly perspective.
3. I'm sure there is another option, but I can't think of another one right now
Lastly, to make the VIS part of your compile run faster, in general, try these things:
-Scale up textures a bit. Try a test: Make a big box and scale the wall textures to .25, and notice how long the VIS takes for just an empty box. Scale it up to just 1.00 or @.00 and VIS will run almost instantaniouly!
So make sure your textures are scaled up reasonably, but don't do it too much, or your lightmaps will look bad--when you scale up the textures, the resulting lights in your map will scale up too, which looks bad if they are too high.
-Run on fast VIS all except the final compile. Fast VIS is very fast, but the downside is it doesn't make very efficent visibility calculations, resulting in higher than normal r_speeds.
I run fast VIS every time except right before I release a map. Then I fun with regular VIS to get my wpolys as low as possible.
Provide the proper directory structure instead of telling how to do it in a readme file!... I mean really. If you don't know what I mean by this, PM me and I'll elaborate.
+Nice texturing--except the snow was a bit repetative and too squrare imo
+Nice general architecture, but it could be more interesting
+good detail work in places, but you could use more
++Soviet Flat!!
+good performance r_speeds
--Not enough routes between each side.
--Not enough "inside"--boring
--Layout is too symmetrical, with not enough cool defining differences imo.
--Layout is too small
All in all a nice start, but this needs more development imo. Take into account I can't rate the gameplay accruately without playing it on a server, so this is just my limited, general impression.
Anywya, superb first DoD map--if it's your first
PM NinjaGrinch maybe--he taught me everything I know about HLFix...
I like dark maps, because it's easier to appreciate the contrast between light and dark, but I think this map is a bit too dark. The dark is ok, just throw some nice bright portions to contrast it.
Not really much to say about the rest because it's so tiny, but very nice work just the same
Imo it's an absolutely essential tool for detailed architecture to look right.
Though you do extrordinarily well without it, you're really limiting what you can do in terms of certain types of architecture by not using it.
I'm sure you say to yourself all the time: "this looks great in hammer, but I know how bad the compile will fuck it up, so I'll just do it another way..."
HLFix ftw!!1
I didn't get too far by myself, but what I saw looked ok, if not a little plain.
In those little rooms you have SO much "room" to add nice detail props and other detail work like trims and fixtures. those doors in the first room did look nice though
You streteched some of the textures too much like the walls in the first room. Look at the dimensions of the texture. In most cases--especially for walls--scale them to exactly what the dimensions are to get the right scale.
For example, that fifties_wall you used in the first room's dimensions are 128x128. Set the x scale and y scale to 1.28 and it will look the way it's supposed to.
As you get more experieced, you'll realize when to bend and break this rule for certain cases and effects, but in general it's a pretty good rule to follow imo.
I never played the original Uplink, but this feels very stock HL to me--but nicer--, so I know you held true to the original. Seamless scripting and triggers make this map a lot of fun to play. Visually very nice in parts, but the original architecture still permeates much of the map, which is pretty much my only complaint for the mod. But, your trying to hold true to the original, so this is acceptable.
Though I must say I agree with Captain P about revisiting old ground, I also belive any mapping that you can get exited about doing is good, and of course every new map you make makes you more efficient at the whole process. I'm sure you learned some new stuff/honed your skills on entity setups rebuilding this map!!1(I would love to decompile some of them to see how certain things were done exactly :))
I really need to play the original sometime so I can fully appreciate the differences
++superb scripting of NPCs and monsters (I didn't experience the sripting errors others mentioned)
+superb event triggers and sequences
++seamless work, very clean
+Nice architecture and Nice detail in places, but still very HLish style
Excellent work!
Misc bugs I noticed:
-Before the Grunt closes the big door in the big room, you can see it intersecting the wall--which is strange becuase the door seems to be much thinner than the wall :puzzled:
-Someone else mentioned the shovels...not the most sophisticated architecture. I can see no reason why they should look that way if you use HLFix--don't you? Not at all a huge deal. Plus you can see empty space behind the little pile of dirt. /nitpick
-If you "save" the grunt from the barnacle--right after under the pipe in the toxic waste--he blocks your path from continuing, and you can't kill him.
The textures look great, and you used them well.
Make a real-sized dm out of this and people will kiss you with 5 stars