Commented 19 years ago2005-08-05 12:24:04 UTC
in vault item: scoutzknivez_ksComment #8454
+ Decent layout for this type of map + Would be fun to play online I think + R_speeds are OK
- No architecture to speak of. Loadsa cubes and a handful of wedges. - Skybox is made completely wrong, you can see the corners of it clearly - The lighting is a bit .... samey. Almost looks fullbright, even though it isn't. - Textures could be aligned and scaled better in many places
I understand why this took you 4 days if you are a beginner. If this is your first map, then it is good. However I could make this is in an hour tops, and I'm not really a very good mapper (yet).
Good effort, if only really on the gameplay.
Keep practising.
Architecture and presentation - 1 Star Gameplay - 4 stars Overall - 2.5 stars -- rounded up to 3 stars
Commented 19 years ago2005-08-03 15:33:31 UTC
in vault item: de_manorComment #8411
+ Nice Architecture, looks lovely
+ Great layout!
+ Nice endless sand skybox, please tell me how to do that
+ Decent texturing
- Only one cubemap, and you forgot to build it.
- The map is in SERIOUS need of optimization, it would be laggy as hell online - pretty much all the map is being drawn at all times. And the showbudget has some bars off the scale quite a lot.
4/5
Very good map, but needs optimization. I bet it took awhile to compile!!
You don't really NEED more cubemaps as none of your map contains reflective surfaces. But if you ever make a map with reflective surfaces, it will look bad if you only have one cubemap in it.....just advice for the future.
Commented 19 years ago2005-08-02 12:55:35 UTC
in vault item: de_splinter_clanComment #8399
+ Good Layout + Nice Cliff Architecture + The indoor bombsite is nice + Nice lift (not so good if you get stuck on top of it though)
Lighting was plain, but fine. Doesn't deserve either a + or a - for that.
- Texture on the cliffs outside, looks out of place to me - There's a stepladder that doesn't go anywhere -- but you can get stuck behind it if you climb it. - The room containing the four identical huge blocks with the godawful mis-aligned crate texture on them, that was a bit crap.
Commented 19 years ago2005-08-01 14:05:06 UTC
in vault item: HavocPBComment #8380
Ok sorry. I was in a bad mood. The answer to the problem of the reflections is :- there were no lights in the map. Put some lights in and run RAD, and it looks fine. What slasher said earlier.
Commented 19 years ago2005-08-01 03:32:09 UTC
in vault item: HavocPBComment #8363
I didn't just say that the only problem with this map is cubemaps.....if you read my post I said that practically everything is wrong.......there is nothing done right......I could make a huge list of all the embarrassing things you've done, but that would just be cruel wouldn't it?
Commented 19 years ago2005-07-30 16:57:56 UTC
in vault item: HavocPBComment #8333
I'm not even going to waste my time with this. I had a look, and it's terribly made. If I was going to bother fixing it, then I would start again from scratch. The problems with this "map" are very basic stuff. For a start it's fullbright, and there are no cubemaps.
The map doesn't take that long to compile (about 30 seconds on my ultra-pc), but when you consider that it's ONE ROOM, it takes FAR TOO LONG. Your brushwork is terrible, and if you made a big map like this, you'd spend entire days waiting for it to compile.
Commented 19 years ago2005-07-27 16:42:35 UTC
in vault item: Day 13Comment #8304
An easy way to kill Gregori is to just charge him -- ignore the antlions and run straight up to Gregori and put some bullets in his face. He'll go down fast!
Commented 19 years ago2005-07-19 05:37:47 UTC
in vault item: Day 13Comment #8158
I did post some screenshots of this map when it was in it's early stages -- but they were only early screenshots -- this is now the finished product! You can play it! Woo!
Commented 19 years ago2005-06-27 16:15:18 UTC
in vault item: sand_01Comment #7955
Satchmo, I did play your map, I was sure I left a comment on the thread but I can't find it now -- someone must have deleted it, although I cannot think why!! But I did play it, and I thought it was very good.
Commented 19 years ago2005-06-23 15:52:17 UTC
in vault item: de_ddustComment #7894
If you have a WAD loaded into hammer, then you need that wad for any maps you compile while it's there - regardless if you used any textures from it or not.
Commented 19 years ago2005-06-10 16:37:25 UTC
in vault item: Night Things ZeroComment #7683
+ Interesting to begin with, the G-Man freaked me out + Reasonably spooky atmosphere + Some good use of sound
- Looks, well....mostly horrible. - Very poorly optimized, makes even my uber PC lag like a bitch in places, not good. - Architecture is largely unimpressive, especially the box around the starting area which is simply atrocious. - Ending isn't that great, really. - Scale is wierd in places
Commented 19 years ago2005-06-10 03:53:37 UTC
in vault item: Allout: SourceComment #7666
This looks good.
I will test later.
I've said that to a few people lately and then forgotten, but I've been busy. I've got no plans tonight, so I definately will check it out and give you a review.
Commented 19 years ago2005-06-02 14:23:29 UTC
in vault item: de_boshiComment #7549
Very nice indeed. Your effort really shows.
+ The architecture is nice + I liked the use of sound -- ambient sound is something I haven't got to grips with yet very well. +I like the layout also, it should be fun to play with others. +The detail is good, I think it's a convincing recreation of the location you describe in the map introduction text.
- I did find the physics lockers strange - when I found them they were rocking back and forth of their own accord, which I thought was a bit wierd.
I've given it 5 stars as I would've given it 4.5 but as Rabidmonkey says we don't have half ratings.
I'd love to give this map a bash online. Any servers running it anywhere?
Commented 19 years ago2005-05-29 11:57:04 UTC
in vault item: de_explosivoComment #7493
Thanks habboi
I had fiddled with the NAV a bit manually -- it still sucks ass, but you should've seen how bad the pure auto version was -- the T bots wouldn't ever leave their spawn point, and the CT's spent all their time jumping up and down in the water room!
I've spotted a few texture bits I'm going to correct at some point, and when playing this on the ole clan server we found one place where it's easy to get stuck, I'll have to sort that out too. It played pretty good online, but almost everyone said they found the layout confusing at first. After half an hour, everyone was having fun.
The theme, well it's named after one of my clanmates, and it really doesn't have much of a theme. I built a map to teach myself a bit more about hammer, I made loads of rooms and connected them together. I practised displacements in the corridors and stuff. This is just what I ended up with eventually. So, the theme is : Learning. Heh.
Commented 19 years ago2005-02-08 16:06:53 UTC
in vault item: WeeblComment #5934
Just checked, my weebl map is in the unfinished section ... can't remember why I put it there, but meh. There is another of my maps in the finished section though, de_bombspotting, check it out too. It sucks
Will download later when I get home.
+ Would be fun to play online I think
+ R_speeds are OK
- No architecture to speak of. Loadsa cubes and a handful of wedges.
- Skybox is made completely wrong, you can see the corners of it clearly
- The lighting is a bit .... samey. Almost looks fullbright, even though it isn't.
- Textures could be aligned and scaled better in many places
I understand why this took you 4 days if you are a beginner. If this is your first map, then it is good. However I could make this is in an hour tops, and I'm not really a very good mapper (yet).
Good effort, if only really on the gameplay.
Keep practising.
Architecture and presentation - 1 Star
Gameplay - 4 stars
Overall - 2.5 stars -- rounded up to 3 stars
but no pics, no clicks
I take it you looked at it then habboi Ta
+ Great layout!
+ Nice endless sand skybox, please tell me how to do that
+ Decent texturing
- Only one cubemap, and you forgot to build it.
- The map is in SERIOUS need of optimization, it would be laggy as hell online - pretty much all the map is being drawn at all times. And the showbudget has some bars off the scale quite a lot.
4/5
Very good map, but needs optimization. I bet it took awhile to compile!!
You don't really NEED more cubemaps as none of your map contains reflective surfaces. But if you ever make a map with reflective surfaces, it will look bad if you only have one cubemap in it.....just advice for the future.
Well done.
+ Nice Cliff Architecture
+ The indoor bombsite is nice
+ Nice lift (not so good if you get stuck on top of it though)
Lighting was plain, but fine. Doesn't deserve either a + or a - for that.
- Texture on the cliffs outside, looks out of place to me
- There's a stepladder that doesn't go anywhere -- but you can get stuck behind it if you climb it.
- The room containing the four identical huge blocks with the godawful mis-aligned crate texture on them, that was a bit crap.
Nice job, I've given four stars.
The map doesn't take that long to compile (about 30 seconds on my ultra-pc), but when you consider that it's ONE ROOM, it takes FAR TOO LONG. Your brushwork is terrible, and if you made a big map like this, you'd spend entire days waiting for it to compile.
Tear it down and start again.
"de_splinter_clan.bsp is not a valid BSP file"
Fix it!
Well, they are the "End of Map Bad Guy"
I don't mind though, of course. It's just a bit wierd - I got to submit it to a new place, and it's already beaten me there!
Here's an example someone sent me:
http://img272.imageshack.us/img272/8609/day13part200082dl.jpg
Please let me know if this happens for you, it's really not supposed to look that way hehehe
it's much pickier than HL2 is
I noticed the scripted_sequences don't have targets or action animations - just wondering if this is right, as they would be required in HL2.
Sorry couldn't be of more help.
Oh well, nevermind.
This is for HL2 right?
I like HL2SP maps. I will test this one later when I get home from work and give you a review.
I rated the map 3 by accident because I'm drunk.
That is all.
But it's your first map.
Practise.
+ Reasonably spooky atmosphere
+ Some good use of sound
- Looks, well....mostly horrible.
- Very poorly optimized, makes even my uber PC lag like a bitch in places, not good.
- Architecture is largely unimpressive, especially the box around the starting area which is simply atrocious.
- Ending isn't that great, really.
- Scale is wierd in places
Kept me entertained for 15 minutes
Didn't take me long to get bored, but apart from that, nice job.
hehe, I loook forward to this. There aren't enough HL2SP maps.
I will test later.
I've said that to a few people lately and then forgotten, but I've been busy. I've got no plans tonight, so I definately will check it out and give you a review.
I promise I will tonight!
evil_bill2002@yahoo.com
and I can more than likely get this map hosted on my clans server.
I'd be glad to
Sorry. But this is awful. I mean, I am a terrible mapper compared to some people here -- and I could've put this together in an hour or so.
And the hostages don't even work. You have to put nav nodes in to get them to move y'know.......
Everything is square, and there is no real detail.
Only gets one star I'm afriad. Even from me.
+ The architecture is nice
+ I liked the use of sound -- ambient sound is something I haven't got to grips with yet very well.
+I like the layout also, it should be fun to play with others.
+The detail is good, I think it's a convincing recreation of the location you describe in the map introduction text.
- I did find the physics lockers strange - when I found them they were rocking back and forth of their own accord, which I thought was a bit wierd.
I've given it 5 stars as I would've given it 4.5 but as Rabidmonkey says we don't have half ratings.
I'd love to give this map a bash online. Any servers running it anywhere?
I had fiddled with the NAV a bit manually -- it still sucks ass, but you should've seen how bad the pure auto version was -- the T bots wouldn't ever leave their spawn point, and the CT's spent all their time jumping up and down in the water room!
I've spotted a few texture bits I'm going to correct at some point, and when playing this on the ole clan server we found one place where it's easy to get stuck, I'll have to sort that out too. It played pretty good online, but almost everyone said they found the layout confusing at first. After half an hour, everyone was having fun.
The theme, well it's named after one of my clanmates, and it really doesn't have much of a theme. I built a map to teach myself a bit more about hammer, I made loads of rooms and connected them together. I practised displacements in the corridors and stuff. This is just what I ended up with eventually. So, the theme is : Learning. Heh.