Commented 14 years ago2010-07-20 12:31:46 UTC
in vault item: volcano_bunkerComment #18278
Dammit, I posted a review on this last night.
-info_player_start is stuck in the roof, I suggest you lower it so people don't have to use noclip. -ammo and weapons are scarce. -breaking crates in a deathmatch map is not a good idea. -off the grid brushes do not look good in-game. (don't carve into another brush unless that brush is a square block cutting into another one. -lots of stretched textures (although in some unnoticeable places)
/lighting is strong in some areas, but in most of the areas it's way too bright. use texturelights to light up your level more realistically. Fullbright looking maps turn people off most of the time.
+I love how you used the custom textures. (although the healthcharger's face is mirrored wrong align to world to fix it.) +Pretty well constructed for a first map (beats the hell outta mine!)
If you fix all the stuff I listed it's a 4 star map.
Commented 14 years ago2010-04-29 20:38:25 UTC
in vault item: Spring Break Map-PackComment #18147
The hallways were meant to be black to promote the apocalyptic feeling
You break the crates in the sewer map to get weapons, a shitty idea yeah.
The lab map was a quickie also. It was based off of some really lame TFC map I played once.
The warehouse map was my experiment at Stalkyard. I thought I did a great job on that map. Just remember, if you explore the warehouse, you will be rewarded.
Commented 14 years ago2010-04-27 21:25:42 UTC
in vault item: Spring Break Map-PackComment #18142
These maps were designed for fast gameplay. Not looks. Gameplay over Graphics they say. But, I did try to make warehouse and biodome interesting. I wanted to take it a step higher with some complicated (easy to you) entity work and vertex manip. But thanks for the feedback.
I do agree that it's retarded that you have to crouch to get on the walkway. I don't know why it makes you do that. Stupid invisible clip-brushes.
Sewers was a shit map that I came up with when I was on the throne so don't expect anything good from that map.
Commented 14 years ago2010-04-25 19:21:39 UTC
in vault item: FacilityComment #18128
Forsete!
Overall good first map. +/-
+Excellent brushwork! /Lighting could use some work. Maybe some scripted_sequences also. -I hate it when you have to hit a box like 50 times until it breaks.
Commented 14 years ago2010-02-16 21:43:31 UTC
in journal: #6376Comment #54265
heh, little houndeye cat. You should look around on the internet for a houndeye costume for your cat. It would look awesome to have a houndeye cat for halloween.
Commented 14 years ago2010-02-03 21:36:18 UTC
in journal: #6373Comment #56806
I actually think the only reason I liked L4D is because of the nonstop action. I like it when the action never really stops. And the Source engine isn't really outdated at all, I think.
YOU BETTER BE WORKING ON THOSE APARTMENTS!!!!
Nice.
but i'm sure you meant "looks"
but i'd still like to see the info_player_start lower down so i don't get stuck when testing a map
Yeah, It's obvious I'm stuck just move the info_player_start down lower so people DON'T get stuck
-info_player_start is stuck in the roof, I suggest you lower it so people don't have to use noclip.
-ammo and weapons are scarce.
-breaking crates in a deathmatch map is not a good idea.
-off the grid brushes do not look good in-game. (don't carve into another brush unless that brush is a square block cutting into another one.
-lots of stretched textures (although in some unnoticeable places)
/lighting is strong in some areas, but in most of the areas it's way too bright. use texturelights to light up your level more realistically. Fullbright looking maps turn people off most of the time.
+I love how you used the custom textures. (although the healthcharger's face is mirrored wrong align to world to fix it.)
+Pretty well constructed for a first map (beats the hell outta mine!)
If you fix all the stuff I listed it's a 4 star map.
3.2/5
Good job!
It was kinda a drag not able to go down to the lower levels in zeeba's.
Soup Miner's wasn't that scary to me.
I like the wire coils. Perhaps you should use the toolbox .mdl file instead of the brush one? Just a suggestion.
Breakable screens in the lobby = happy
don't worry i'll just fake it
modulate may just be the effect i need. I like those pipebomb shaped lights.
PRESS E ON THE PITCH BLACK MAP. THEN BACK UP TO GET THE CROWBAR.
But a certain program named "wally" isn't cooperating with the Duke Nukem textures I converted.
The lasers should be blue.
and I happen to have a copy.
I'm happy with it anyways. The only thing that is a problem is that the doors on the second floor and third don't display the lock sound.
I had to rush because I have other things to do and I'm not going to let this hold me back.
i was too late... :((((((((((((((((((((
so like they could put those models in their mods.
But, we all know that ain't going to happen. Because those pricks probably changed their names on youtube to be safe
You break the crates in the sewer map to get weapons, a shitty idea yeah.
The lab map was a quickie also. It was based off of some really lame TFC map I played once.
The warehouse map was my experiment at Stalkyard. I thought I did a great job on that map. Just remember, if you explore the warehouse, you will be rewarded.
I do agree that it's retarded that you have to crouch to get on the walkway. I don't know why it makes you do that. Stupid invisible clip-brushes.
Sewers was a shit map that I came up with when I was on the throne so don't expect anything good from that map.
I had DOOM2, But people made stuff specially for DOOM.
Overall good first map. +/-
+Excellent brushwork!
/Lighting could use some work. Maybe some scripted_sequences also.
-I hate it when you have to hit a box like 50 times until it breaks.
Extend the map!
Rating: 3.7/5.0
oops, i'll wadinclude this time
It's a great mod! Has a lot of detail and was very fun to play.
There is also the model trees. It was introduced in DoD.
It helped me a lot!
So far I've got a great idea for the main rooms and stuff!