Commented 19 years ago2005-01-24 09:17:43 UTC
in vault item: de_sandyheatComment #5702
I pity you cant update it, since some things needed to be changed: try to use a texture light when you make fluorescent lights. I know you wanted to have a flickering light but the rest should've been texlights. Also, the fluorescent tubes were dark. Turning them into a brush entity and giving them a minimun light level would solve that problem easily. The layout seems ok, although boxes are everywhere! there are other ways to get detail into a map other than filling it up with boxes. Some of the slanted boxes in the outside area needed clip brushes, since I got stuck and had to commit suicide :/ Other than that I see no important flaws, brushwork is fine (sometimes simple)and well textured. I didnt find the easter egg.. ?
Commented 19 years ago2005-01-24 07:49:56 UTC
in vault item: feverComment #5701
Very nice brushwork, textures are strange but very interesting. There is a part of the map that feels rather empty though, and texturing there should be made different somehow. I kind of miss the gun turrets and the room full of boxes, which in my opinion are the soul of Stalkyard... keep up the good work
The first thing you should is reduce the lighting level, I think the whole room is way too bright, and the red lights you have put over the desk are barely noticeable because of that. The door is actually really cool, and you should use some brushes to make a frame. As it is now, the door seems to be coming out of nowhere! :0 Experiment with other textures, but specially with the amount of light. Apparently simple brushwork can look great with the right ilumination Milla looks great, no need to change that
nice helicopter good sound ambience and effects problems with maximum viewable distance and r_speeds I've never played The Specialists but suspect gameplay to be fun in this map
Commented 19 years ago2005-01-06 11:18:31 UTC
in vault item: xmas3Comment #5514
Looks okay in my opinion. Textures are nice and the trees are nicely done. The are however a few tiled textures in some walls that I think are meant to be used as floor textures, but that's your decision, of course Oh, and what's that strange cone thing under the lamplight? (the one that we can seen in the screenshot)
Commented 19 years ago2005-01-05 14:11:27 UTC
in vault item: MatrixTrainstationComment #5499
The same teleport-looping idea can be found in my TP_Matrix map http://twhl.co.za/mapvault_map.php?id=2154 If you want a little tip, try using textures that emit light, instead of using the light and Lightspot entities. I don't know if they have a tutorial about that here.
Commented 20 years ago2004-10-12 12:22:45 UTC
in vault item: Nightmare: A horror mapComment #4444
Nice, a very original and daring map. The unusual textures add to the feeling of the map. Just imagine it with normal HL textures, it wouldnt be the same... After reading the reviews, I already knew what kind of scares I was gonna face, but it was fun none the less. Oh, the teleports were annoying
Commented 20 years ago2004-08-29 08:40:23 UTC
in vault item: CarbaseusComment #18256
Great architecture! The ideas are great and well executed. The only problem I see is that this map is too big and detailed for the original Half-life engine. The recommended wpolys for a deathmatch map are somewhere around 600. It'd be great if you could make a similar map when HL2 and the Source engine are around (think of water reflections and shining metal pilars)
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try to use a texture light when you make fluorescent lights. I know you wanted to have a flickering light but the rest should've been texlights. Also, the fluorescent tubes were dark. Turning them into a brush entity and giving them a minimun light level would solve that problem easily.
The layout seems ok, although boxes are everywhere! there are other ways to get detail into a map other than filling it up with boxes. Some of the slanted boxes in the outside area needed clip brushes, since I got stuck and had to commit suicide :/
Other than that I see no important flaws, brushwork is fine (sometimes simple)and well textured.
I didnt find the easter egg.. ?
I kind of miss the gun turrets and the room full of boxes, which in my opinion are the soul of Stalkyard...
keep up the good work
The door is actually really cool, and you should use some brushes to make a frame. As it is now, the door seems to be coming out of nowhere! :0
Experiment with other textures, but specially with the amount of light. Apparently simple brushwork can look great with the right ilumination
Milla looks great, no need to change that
good sound ambience and effects
problems with maximum viewable distance and r_speeds
I've never played The Specialists but suspect gameplay to be fun in this map
The are however a few tiled textures in some walls that I think are meant to be used as floor textures, but that's your decision, of course
Oh, and what's that strange cone thing under the lamplight? (the one that we can seen in the screenshot)
http://twhl.co.za/mapvault_map.php?id=2154
If you want a little tip, try using textures that emit light, instead of using the light and Lightspot entities. I don't know if they have a tutorial about that here.
After reading the reviews, I already knew what kind of scares I was gonna face, but it was fun none the less. Oh, the teleports were annoying