Commented 20 years ago2004-11-02 02:54:44 UTC
in vault item: hlnewendComment #4884
The xen part isn't bad, the lab parts are very boxy and square in terms of architecture. Collective.valve-erc.com had a nice style guide on the 'lab' levels, maybe that will give you some ideas on how to improve your architecture?
Commented 20 years ago2004-11-01 20:20:57 UTC
in vault item: Warehouse FirefightComment #4880
It's not bad, you have a good eye for detail, like the entry gate, and the computers.
However, gameplay was ok, though your path out of the building didn't work for me and I had to noclip. Maybe make it so you have to go out the window instead?
Commented 20 years ago2004-11-01 03:06:42 UTC
in vault item: Graveyard v0.2Comment #4854
Nice improvements, love the music placement. The skeleton grave was nice, but I got stuck on a ladder brush and couldn't go down in there. Love the sky as well.
You know one thing that's always bothered me about this map? The pub scale. The ceiling is extremely low...maybe raise it a bit if y'could.
Commented 20 years ago2004-10-25 00:42:32 UTC
in vault item: Museum LockdownComment #4723
I like
It's challenging at parts, but for the most part, fun. I love the little harder-to-find areas with batteries and stuff in them, and like the new texturing and lighting.
Commented 20 years ago2004-10-24 21:42:53 UTC
in vault item: DE_ShippingyardComment #4721
Wow.
This is pretty good...I love the lighting, and you've got a nice eye for detailing things. Texturing is pretty good, and a decent use of hl.wad combined with the CS texes.
You managed to keep your r_speeds down pretty well, though in some areas like the basement and inside the truck it hit 1k+ for me...maybe look into improving that?
Commented 20 years ago2004-10-16 22:23:31 UTC
in vault item: de_pyramidComment #4562
Oh, you should set a sky in map properties as well so it fits the lighting better, it started me off with 'desert' and it didn't look right with the lights at all.
Commented 20 years ago2004-10-16 22:22:32 UTC
in vault item: de_pyramidComment #4561
Not bad.
To me, though, things seemed pretty square and undetailed. Things like windows and doors had no frames, and there was loads of open space and huge walls. I'd suggest one thing, and that's trims. Everywhere. Since this style of architecutre is usually square by nature, trim textures add to things immensely. Also, scale up your wall and pyramid texes so they don't look too repetitive at long distances, like in the screenie. Maybe do some VM in the ground. I like the concept so far, but in my opinion, it needs lots more detail.
Commented 20 years ago2004-10-13 22:23:49 UTC
in vault item: The Temple of BlightComment #4490
Yeah, rating's b0rked, unfortunately.
(This is why a 1 user one rate system is good.)
Not bad. Better than the one ZL you and I played a few days ago...more detail, more atmospheric than the first version or whatnot. I got pwned a lot with the crossbow in the first one, too. :P.
(Then again, I pwned with teh crossbow in Zeromancer so I suppose it was only fair. Why the heck am I using 'pwned' anyways?)
This comment was made on an article that has been deleted.
Commented 20 years ago2004-10-09 01:53:56 UTC
in vault item: NexusComment #4364
Excellent, excellent, excellent!
Save for the ghastly r_speeds, this is better than some of the professional VALVe stuff inherent in the original game. Base architecture is perfect, though a few more details like signs or crates or machines or something of that sort.
He doesn't need to include the wad files as specialists.wad comes with TS, the mod it's for.
It could use some lighting changes. Especially inside, it gave me a tad of a headache after a while . Maybe add some more lights inside to make it less dark and better light.
Commented 20 years ago2004-09-06 17:00:54 UTC
in vault item: cs_blackmesaComment #3824
I've found your leak. In the end of the map, in the tram tunnel farther from the station, the void touching brushes are func_walled. Entities cannot be used as barriers to the void, just un-func_wall them.
Commented 20 years ago2004-08-24 02:04:27 UTC
in vault item: LabComment #3553
Nice.
+Ambient sounds are good. +Decent architecture. Lovin' the little light next to the locked door, and the tables are nifty too. +Good texture placement. -Do they make filecabinets that high? -HL comp prefabs are a little out of place. -Maybe add some depth to the flat walls and multi-brush the lab textures (ie bevel that monitor, make some gadgets sticking out, etc.)
Commented 20 years ago2004-08-18 21:33:12 UTC
in vault item: Mysterious DiscoveriesComment #3438
Updated - better. There's ground, and the sci sitting and reading is nice, though I b0rked it up by taking a crowbar to him - should be set to no interruptions.
+ Entity setups were nice, like the beams and the little blinking lights + Decent architecture + Strangely addicting...or maybe I'm just a very evil person ;P .
Cons
- Texture align issues, like I could still see the MEN in the icon...a minute of rotation and tweaking would've helped
Commented 20 years ago2004-08-15 20:54:29 UTC
in vault item: Mysterious DiscoveriesComment #3350
Pretty good, though it needs more detail...maybe some interestingly-shaped corridors or multiple brushes to make up that babtech wall? Maybe a look at the detailing HL textures map would help.
Off to a good start (I like the glass floor) Though would benefit from more detailing.
Commented 20 years ago2004-08-13 18:21:39 UTC
in vault item: cs_bankComment #3323
Excellent quality for a first map.
Either move those objects that Seventh mentioned away from the walls, or incorporate them into the walls if you need them to be flush, which would be a good idea to minimize snagging and things of that sort.
Architecture looks good, texturing looks alright.
However, gameplay was ok, though your path out of the building didn't work for me and I had to noclip. Maybe make it so you have to go out the window instead?
You know one thing that's always bothered me about this map? The pub scale. The ceiling is extremely low...maybe raise it a bit if y'could.
Looks good from the screenshot.
This is better than 2 stars...
It's pretty good, like the gameplay. Could use a bit more detail in some parts, but overall it's nice.
It's challenging at parts, but for the most part, fun. I love the little harder-to-find areas with batteries and stuff in them, and like the new texturing and lighting.
This is pretty good...I love the lighting, and you've got a nice eye for detailing things. Texturing is pretty good, and a decent use of hl.wad combined with the CS texes.
You managed to keep your r_speeds down pretty well, though in some areas like the basement and inside the truck it hit 1k+ for me...maybe look into improving that?
Looks excellent from the screenshot, a great improvement from the original, from what I can tell. Further comments to follow.
To me, though, things seemed pretty square and undetailed. Things like windows and doors had no frames, and there was loads of open space and huge walls. I'd suggest one thing, and that's trims. Everywhere. Since this style of architecutre is usually square by nature, trim textures add to things immensely. Also, scale up your wall and pyramid texes so they don't look too repetitive at long distances, like in the screenie. Maybe do some VM in the ground. I like the concept so far, but in my opinion, it needs lots more detail.
Pretty sweet.
(This is why a 1 user one rate system is good.)
Not bad. Better than the one ZL you and I played a few days ago...more detail, more atmospheric than the first version or whatnot. I got pwned a lot with the crossbow in the first one, too. :P.
(Then again, I pwned with teh crossbow in Zeromancer so I suppose it was only fair. Why the heck am I using 'pwned' anyways?)
Save for the ghastly r_speeds, this is better than some of the professional VALVe stuff inherent in the original game. Base architecture is perfect, though a few more details like signs or crates or machines or something of that sort.
Can't wait for a HL2 conversion.
It could use some lighting changes. Especially inside, it gave me a tad of a headache after a while . Maybe add some more lights inside to make it less dark and better light.
3/5, decent start with good gameplay.
It didn't lag horribly on a decent computer...what are your system specs?
The double (or triple) Hguns kind of annoyed me, maybe thats just 'coz I got pwned by them so much though ;).
Rather cool. The few issues I had with the movement can be tweaked, but overall, nice job.
+Ambient sounds are good.
+Decent architecture. Lovin' the little light next to the locked door, and the tables are nifty too.
+Good texture placement.
-Do they make filecabinets that high?
-HL comp prefabs are a little out of place.
-Maybe add some depth to the flat walls and multi-brush the lab textures (ie bevel that monitor, make some gadgets sticking out, etc.)
http://www.snarkpit.com
Pros
+ Entity setups were nice, like the beams and the little blinking lights
+ Decent architecture
+ Strangely addicting...or maybe I'm just a very evil person ;P .
Cons
- Texture align issues, like I could still see the MEN in the icon...a minute of rotation and tweaking would've helpedI have not experienced the problems you seem to have with crashes...what version of HL are you running?
Off to a good start (I like the glass floor) Though would benefit from more detailing.
Either move those objects that Seventh mentioned away from the walls, or incorporate them into the walls if you need them to be flush, which would be a good idea to minimize snagging and things of that sort.