Commented 20 years ago2004-09-20 14:20:40 UTC
in vault item: Glass Contest EntryComment #3998
Get a proper host, www.clickherefree.com. Using Lycos and that other shoddy host lost you your chance of a medal in the competiton 'cos I couldn't download it
Commented 20 years ago2004-08-13 15:49:02 UTC
in vault item: LeakComment #3320
Attatched a fixed version. The brush which was one unit short of the next and was causing the leak is textured with {BLUE (as the textures will probably be messed up in my version, since I didn't have any of the CS wads).
Commented 20 years ago2004-08-13 15:04:52 UTC
in vault item: cs_bankComment #3319
Fewer windows could reduce your r_speeds too. You should probably move the filing cabinet (by the first vault door, in the lobby on the left) and american flag a few units away from the walls as they can mysteriously appear and disappear from a distance, as well as getting nasty venetian-blind effects on them.
Commented 20 years ago2004-08-01 02:15:25 UTC
in vault item: LaB101 - Update 1.4Comment #3108
mulle: you shouldn't tie everything to entities as, even if you set them to cast shadows, it'll take longer to compile. Good lighting is more important, though - don't make walls with light streaming through!
Commented 20 years ago2004-07-31 09:32:21 UTC
in vault item: LaB101 - Update 1.4Comment #3086
<Seventh-Monkey> MulleBoy: very nice map <MulleBoy> <Seventh-Monkey> I still really think you should change the textures though <Seventh-Monkey> really nice architecture, but that green colour spoils it a lot <Seventh-Monkey> the spawn room either needs more work or to be shrunk a lot <Seventh-Monkey> and some stuff to do would be good (computers, easter eggs, cool stuff) <Seventh-Monkey> only 4* 'cos've the texturing m'afraid
Commented 20 years ago2004-07-27 09:03:36 UTC
in vault item: de_smalltownComment #2948
Clear the way, an actual comment from someone who's played the map
+ Good texturing + Some nice architecture like the open-topped arches + Good layout - Very odd inside lighting. Use texture lighting, and why are there blue fluorescent fittings in some kinda dusty place? - The buildings are very square on the outside - Some odd texture scaling
3/5. Spend another week working on the detail and it could be a very good map.
Good stuff.
- Use texture lighting, we've got a tutorial on it.
- Use some more textures
- Make the walls more varied
If it was something else in particular, e-mail me or post on the forums. Been a pretty busy and tiring week.Also, tie those lamps to func_walls to stop face splitting.
4/5, great layout.
Rabid: thanks
http://www.gamedesign.net/book/view/6
I'm gunna make my room too. It'll be the best damn room map ever.
Oh, and I put the URL in the description for you.
3/5.
<MulleBoy>
<Seventh-Monkey> I still really think you should change the textures though
<Seventh-Monkey> really nice architecture, but that green colour spoils it a lot
<Seventh-Monkey> the spawn room either needs more work or to be shrunk a lot
<Seventh-Monkey> and some stuff to do would be good (computers, easter eggs, cool stuff)
<Seventh-Monkey> only 4* 'cos've the texturing m'afraid
How did you make the animations repeat?
+ Good texturing
+ Some nice architecture like the open-topped arches
+ Good layout
- Very odd inside lighting. Use texture lighting, and why are there blue fluorescent fittings in some kinda dusty place?
- The buildings are very square on the outside
- Some odd texture scaling
3/5. Spend another week working on the detail and it could be a very good map.
No-one's first map's gunna be brilliant. It wasn't that great an idea on his part to post it, but hey. Calm down, and let him keep mapping.
- So so dark.