Comments

Commented 20 years ago2004-11-14 17:09:00 UTC in vault item: Storage Facility Comment #5047
It's not bad, matches the theme you've used as reference excellently.
Commented 20 years ago2004-11-04 20:26:20 UTC in vault item: de_space Comment #4933
I'd make window frames, and slap a trim tex on them, imo, since windows look odd just with a wall - they always have trim.

Architecture looks good, texturing looks alright.
Commented 20 years ago2004-11-02 02:54:44 UTC in vault item: hlnewend Comment #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 Firefight Comment #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 v0.2 Comment #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 ago2004-10-31 22:35:07 UTC in vault item: hlnewend Comment #4849
Got a screenshot for us? It helps to post one, or noone will download your map.
Commented 20 years ago2004-10-30 21:20:36 UTC in vault item: cs_uber_militia Comment #4834
You forgot the wadfiles :/
Commented 20 years ago2004-10-29 22:30:36 UTC in vault item: dpb_bootcamp (for Digital Paintball) Comment #4807
I don't play DPB, otherwise I'd test this.

Looks good from the screenshot.
Commented 20 years ago2004-10-29 15:35:52 UTC in vault item: Office Complex Comment #4799
Screenie?
Commented 20 years ago2004-10-29 13:23:13 UTC in vault item: Escape Comment #4796
10 downloads and 22 ratings?

This is better than 2 stars...
Commented 20 years ago2004-10-27 02:11:17 UTC in vault item: Escape Comment #4760
Noticed this on Snarkpit.

It's pretty good, like the gameplay. Could use a bit more detail in some parts, but overall it's nice.
Commented 20 years ago2004-10-25 00:42:32 UTC in vault item: Museum Lockdown Comment #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_Shippingyard Comment #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 ago2004-10-24 21:32:51 UTC in vault item: he_waterway Comment #4720
Screenshot and Description if you want anyone to download it.
Commented 20 years ago2004-10-22 04:28:30 UTC in vault item: Museum Lockdown Comment #4696
I'll take it for a play tomorrow, I've gotta get to bed.

Looks excellent from the screenshot, a great improvement from the original, from what I can tell. Further comments to follow.
Commented 20 years ago2004-10-21 21:45:14 UTC in vault item: hi_tribes_test Comment #4693
Anonymous, that shows an extreme level of immaturity.
Commented 20 years ago2004-10-16 22:23:31 UTC in vault item: de_pyramid Comment #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_pyramid Comment #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 22:32:24 UTC in vault item: Blend 1 and 2 Comment #4491
It's in some of the nostalgia screenies, afaik.

Pretty sweet.
Commented 20 years ago2004-10-13 22:23:49 UTC in vault item: The Temple of Blight Comment #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 ago2004-10-12 14:24:56 UTC in vault item: hi_tribes_test Comment #4445
Teehee.
Commented 20 years ago2004-10-10 23:11:37 UTC in vault item: hi_tribes_test Comment #4390
Hm, what Blaz tex set? I don't recognize the texes from it.
Commented 20 years ago2004-10-09 10:58:18 UTC in vault item: hi_tribes_test Comment #4374
Since it's an HI map, probably the HI wadfile.
Commented 20 years ago2004-10-09 01:53:56 UTC in vault item: Nexus Comment #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.

Can't wait for a HL2 conversion.
Commented 20 years ago2004-09-18 22:12:50 UTC in vault item: Easy, Low Poly and good lookin Comment #3984
Ooh, I'll have to try this. Good job :).
Commented 20 years ago2004-09-11 17:03:49 UTC in vault item: T&T Mexico (for The Specialists) Comment #3893
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 :P . Maybe add some more lights inside to make it less dark and better light.

3/5, decent start with good gameplay.
Commented 20 years ago2004-09-06 17:00:54 UTC in vault item: cs_blackmesa Comment #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 ago2004-08-31 01:01:42 UTC in vault item: awp_guard Comment #3710
Probably because it's an open area, HL doesn't like that.

It didn't lag horribly on a decent computer...what are your system specs?
Commented 20 years ago2004-08-29 21:19:38 UTC in vault item: dm_terrain Comment #3694
Fun stuff. I kept getting stuck though; "Someone come kill me! I'm stuck!" but it appears you've fixed that.

The double (or triple) Hguns kind of annoyed me, maybe thats just 'coz I got pwned by them so much though ;).
Commented 20 years ago2004-08-26 03:25:59 UTC in vault item: Dock Crane Comment #3614
Er, a bit late on the comment :P .

Rather cool. The few issues I had with the movement can be tweaked, but overall, nice job.
Commented 20 years ago2004-08-25 04:47:29 UTC in vault item: Gravity Test Comment #3579
Ahh great! Excellent work.
Commented 20 years ago2004-08-25 04:46:09 UTC in vault item: Dock Crane Comment #3578
I'll take a look tomorrow. Judging from the screenie, it looks pretty cool.
Commented 20 years ago2004-08-25 04:30:48 UTC in vault item: Lab Comment #3577
I doubt it was ripped, probably just remade.
Commented 20 years ago2004-08-24 02:04:27 UTC in vault item: Lab Comment #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 ago2004-08-24 01:56:04 UTC in vault item: Lab Comment #3552
There have to be func_walls or something of that sort.
Commented 20 years ago2004-08-24 01:54:06 UTC in vault item: awp_kevlar Comment #3551
Yes, its a rare occurance in itself but twice in the same map?
Commented 20 years ago2004-08-21 17:38:53 UTC in vault item: second chance lvl 1 Comment #3498
Screenie?
Commented 20 years ago2004-08-21 17:32:49 UTC in vault item: Security Camera II Comment #3497
Again, great job.
Commented 20 years ago2004-08-21 06:03:29 UTC in vault item: Terrain Test Comment #3483
Pepper has already created a Terrain tutorial, and ReNo (I think, it's been a while) has written a terrain tut, which I used to learn terrain.

http://www.snarkpit.com
Commented 20 years ago2004-08-21 04:02:24 UTC in vault item: Security Camera Comment #3481
Interesting! A very clever idea, and the entity setups are spot-on. Good usage of the env_global and multisources.
Commented 20 years ago2004-08-18 21:33:12 UTC in vault item: Mysterious Discoveries Comment #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.
Commented 20 years ago2004-08-18 21:00:32 UTC in vault item: Malevolence 1.4 OPEN SOURCE (final release) Comment #3437
Yes, the quality is 100% worth the download.
Commented 20 years ago2004-08-17 20:27:36 UTC in vault item: fy_NewWorld Comment #3387
Ngaah! Why is EVERY fy_ map modeled after iceworld? I mean Iceworld wasn't even that great of a map..it would be nice to see variation in the field.
Commented 20 years ago2004-08-16 18:22:08 UTC in vault item: SciMaker 1.1 (With Kill Func) Comment #3369
Fun fun!

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 helped
Commented 20 years ago2004-08-16 17:06:29 UTC in vault item: Malevolence 1.4 OPEN SOURCE (final release) Comment #3365
I love Malevolence...looking extremely nice.

I have not experienced the problems you seem to have with crashes...what version of HL are you running?
Commented 20 years ago2004-08-15 20:54:29 UTC in vault item: Mysterious Discoveries Comment #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 ago2004-08-15 05:04:45 UTC in vault item: Sleek Comment #3339
And include all custom wads, please.
Commented 20 years ago2004-08-15 02:55:02 UTC in vault item: Compile fails (clunkconc) Comment #3337
A description of the problem and screenshot would be of help here.
Commented 20 years ago2004-08-13 18:21:39 UTC in vault item: cs_bank Comment #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.