Comments

Commented 20 years ago2004-09-17 17:45:53 UTC in vault item: Guidance Comment #3972
Very nice architecture and design. I like the usage of those light-effects.
The texturing was pretty dull here and there, but overall very nicely made.
The lack of something to do was kinda disturbing though :P
Commented 20 years ago2004-08-31 14:05:43 UTC in vault item: Space Lasercore H-L Single Comment #3717
TLax, the elitist swede.
Commented 20 years ago2004-08-30 07:04:27 UTC in vault item: Switchable Texlights Comment #3699
Very nice
Commented 20 years ago2004-08-23 16:04:23 UTC in vault item: awp_kevlar Comment #3538
Fucking spammed rating.
Commented 20 years ago2004-08-22 19:40:46 UTC in vault item: ravine Comment #3515
The func_water on the bottom is touching the void and, ENTITIES CANNOT TOUCH THE VOID!
If you have no clue wtf im talking about, read In The Beginning tutorials.

Also, I like the stairs ;)
Commented 20 years ago2004-08-18 13:21:12 UTC in vault item: fy_NewWorld Comment #3417
bleh fy map :(
Commented 20 years ago2004-08-16 18:17:15 UTC in vault item: SciMaker 1.1 (With Kill Func) Comment #3368
Sweet, but small :P
Commented 20 years ago2004-08-05 09:55:07 UTC in vault item: Detailing HL Textures 2 Comment #3168
Well, therefore the "TEST" :]
Commented 20 years ago2004-07-13 06:02:21 UTC in vault item: The Discombobulator Comment #2687
err? Does it end where it says Gordon freeman, terminated blah blah blah?
Commented 20 years ago2004-07-06 14:55:05 UTC in vault item: T.S. Eliot - Preludes Comment #2606
It was good, but alittle slow...
Commented 20 years ago2004-07-06 14:26:35 UTC in vault item: WallClimber Comment #2605
Make the brush with texture Func_wall (press ctrl+t) then choose Render Mode: solid, and render amt: 255.
Commented 20 years ago2004-07-06 10:01:40 UTC in vault item: Weird Dreams Comment #2600
The map was well... Not that scary.
I mean, I jumped alittle when the zombie came up, and when hte headcrab jumped out, but thats it.
I missed ambient sounds, music, interactivity.
The texturing was quite ok (but clearly thats not the focus of this map). I liked the end-scene wiht the exploding wall and the garg-fight -
Good job, just make it scarier next time ;)
Commented 20 years ago2004-07-03 19:55:27 UTC in vault item: Weird Dreams Comment #2577
Coolfat, wcdude, anonymous, unknown :
You need to cool down. Comments like "YOUR STUPID" isnt exactly welcommed.

Also, give constructive criticism.

"Got Spirit and sorry to say.. that wasn't very scary." just doesnt do it. Explain 'what could scare me more', 'how to improve', 'what to improve'.

For the map, ill test it tomorrow.
Commented 20 years ago2004-06-28 19:23:06 UTC in vault item: The Tower Comment #2513
Ok - this map sucked.
Why? Well for starters, it's just a box. a big ugly box with some obstacles.
The textures are the same on every brush in the map - which looks horrible.
The map doesn't seem to be lit(it's fullbright), or it's just lit very badly.
The map offers very little room for any kind of gameplay to occur.

This looks like a first-map to me, or worse.
-Cons
- Texturing
- lighting
- layout
- desgin
- brushwork

0-star, but unfortunately 1 is minimum.
Also DO NOT RATE YOUR OWN MAPS.
Commented 20 years ago2004-06-27 20:51:24 UTC in vault item: Peephole Comment #2511
well, since I have an idea about how to do this, I wont dl it. nice idea though.
Commented 20 years ago2004-06-20 20:33:30 UTC in vault item: Resettable Explosions Comment #2423
Shouldnt the func_button prob go away with 'no damage' on the explosion? That'd remove the point of having a explosion but still ;)
Commented 20 years ago2004-06-12 17:26:10 UTC in vault item: Stay-Open Door Comment #2289
Complicated for such a simple task, but very nice.
I like the door itself too :D
Commented 20 years ago2004-06-09 18:33:00 UTC in vault item: Ominous Reality Part1 Comment #2262
Lets do it old-style, JNZ cons and pros:
+-Cons-+
- Few weapons and enemies

-+Pros+-
+ Really nice architecture
+ ... and texturing
+ ... and enemy placement
+ ... and layout

_ Summary _
A really wellmade map with some axxion innit.
Waiting eagerly for Part2 :D

4star.
Commented 20 years ago2004-06-06 14:43:40 UTC in vault item: cs_aztec2 Comment #2219
300th map. congrats.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-05-27 17:31:36 UTC in vault item: CS-Practice-1 Comment #2094
put it in Unfinished sect.
Commented 20 years ago2004-05-27 17:27:07 UTC in vault item: fy_highway2 Comment #2093
ITS TEH TOOOH!
Rock on dude -|__|
This comment was made on an article that has been deleted.
Commented 20 years ago2004-05-26 13:04:54 UTC in vault item: crazymap Comment #2077
Nadie aqu? le entender?n si usted est? hablando espa?ol.
Commented 20 years ago2004-05-26 13:04:27 UTC in vault item: crazymap Comment #2076
Sorry FRANKo, learn some english before posting maps here.
Oh shite, you wont understand this. Ill take it on spanish.
FRANKo apesadumbrado, aprende un cierto ingl?s antes de fijar mapas aqu
Commented 20 years ago2004-05-20 19:46:46 UTC in vault item: Sabotage Comment #1955
Captain P:
There's some little button somewhere to open that door - cant remember where.
And, on the end space ship (teh heavy one) shoot the last/first of the cannons - they will kapboom.
Commented 20 years ago2004-05-11 16:52:30 UTC in vault item: Full_city Comment #1846
looks good wc dude!
I'll try it with jaardsi latorz.
Commented 20 years ago2004-05-10 17:18:52 UTC in vault item: de_cretewarz Comment #1838
Do not ever never rate your own maps...
Give's a horrible first apperance.
Commented 20 years ago2004-05-06 17:35:08 UTC in vault item: Electrified Water Comment #1812
Rileymo: Experiment in the field of tex-lighting, I noticed you used (unnecasary)entity lights :

Good example anyway.
Commented 20 years ago2004-05-06 17:33:58 UTC in vault item: de_tombstones_v2 Comment #1811
I tested it earlier today with 3 players.
Con's
- Repetetive (in general)
- Seperated bomb-spots
- too dark
Pro's
+ Great architecture
+ aswell as texturing
+ A real map (not bloody aim_ or fy_)
+ Bigness

Overall score: 4 starries

Keep up the good work.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-05-05 11:49:20 UTC in vault item: Tau_Map Comment #1804
Can you send me a demo of you completing that map?
Or one of those jumps, even.
My mail's in my profile.
Commented 20 years ago2004-05-05 08:02:58 UTC in vault item: Tau_Map Comment #1800
this map is impossible, yes.
Commented 20 years ago2004-05-04 11:00:00 UTC in vault item: BC_Urban (for Bumper Cars) Comment #1786
A joiner-submitter-leaver perhaps?
only time will tell...
Commented 20 years ago2004-04-28 11:05:05 UTC in vault item: de_ramses Comment #1730
Pretty much same as the above, I tested it with jaardsi.
Are those maps from the wadfather? Cause i recognize them...
Commented 20 years ago2004-04-28 11:02:39 UTC in vault item: de_StarWars Comment #1729
cons
- Texturing
- Size (too friggin big, with that open area)
- Architecture
- r_speeds
Pros
+ Xwings/tie fighters :D
+ Cannons
+ Extras(switches, levers, buttons etc.)

Overall: 2.
Commented 20 years ago2004-04-28 11:00:42 UTC in vault item: Wizard Comment #1728
Why in the hell do you rate your own maps? Smacktard...
Commented 20 years ago2004-04-28 10:59:23 UTC in vault item: College Dorms Comment #1727
I just wrote a long review but it seems to be lost.
Commented 20 years ago2004-04-28 10:59:04 UTC in vault item: College Dorms Comment #1726
wtf?
Commented 20 years ago2004-04-27 15:36:39 UTC in vault item: College Dorms Comment #1715
Dont rate your own maps.
Ill try this tomorrow with jaardsi.
Commented 20 years ago2004-04-27 11:40:47 UTC in vault item: de_StarWars Comment #1708
BOOH! BOOH! HE SPAMS VOTING!
Commented 20 years ago2004-04-26 15:59:48 UTC in vault item: de_StarWars Comment #1697
WOW! Thats a nice load of INVALID SOLID STRUCTURES! im not gonna bother with the .bsp, sorry.
Also there is absolutely NO USE for env_globals in cs maps.(i think, loz)
Commented 20 years ago2004-04-25 16:44:33 UTC in vault item: de_ramses Comment #1691
didnt u submit this b4 you spammer?
Commented 20 years ago2004-04-25 10:02:40 UTC in vault item: A lil test Comment #1687
well maybe put a rmf in and we can check.
Commented 20 years ago2004-04-24 12:31:21 UTC in vault item: de_redplanet Comment #1681
Texturing needs major work - the bomb-zone-area with all the comps is... no offense, ugly as hell :)
Commented 20 years ago2004-04-23 18:29:15 UTC in vault item: A lil test Comment #1679
I dont really see the meaning... or the problem...
Commented 20 years ago2004-04-23 18:26:14 UTC in vault item: A lil test Comment #1678
this is a bsp.
You horrible little dwarf.
Commented 20 years ago2004-04-21 08:20:15 UTC in vault item: Bad surface extents (ns_daemon for Natural Selection) Comment #1661
http://www.slackiller.com/tommy14/errors.htm

Bad Surface Extents
This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.