This is a beautiful map, very VERY accurate to the real thing. Good texturing helps the map, and I really think those car models are damn cool. With its nice entity work and absolutely awesome architectural detail, it was a very worthy winner.
Commented 19 years ago2005-06-03 02:24:41 UTC
in vault item: de_boshiComment #7560
I forgot to mention that I thought the ambience was excellent. Except I don't like the water sound when there was no water running.
And by the way, that damn corridor really sucked. It seemed you didn't know what to put in it, so you put pipes and valves coming out of the walls, which shows lack of thought and resorting to models for detail.
And Dv8 - If you are looking for good custom source maps, I really recommend some of Rabids stuff.
Commented 19 years ago2005-02-10 02:06:21 UTC
in vault item: dm_abandonedComment #5953
Mine was the original - Abandoned has only come about with n00by Source maps, but this is a HL1 map, and is quite original, non-n00by, and the name actually fits.
Commented 19 years ago2005-02-09 02:07:32 UTC
in vault item: dm_abandonedComment #5940
Oh noes, hate!
Perhaps I could fix that up for you and I could get a 5 :O!
I suppose I could do it. I suppose you mean that you shoot one bit of the glass and it all breaks at once? It's just a bit of lazyness on my behalf of not making each one a seperate entity. I will fix it when I have the time.
This map was submitted for the machine comp (got special mention), but it has been fixed up and modified for HLDM.
As I said, look out for a Source port - This map seems perfect for the engine.
Commented 19 years ago2005-02-04 20:25:36 UTC
in vault item: SandfortComment #5881
What happened to Rabid was probably a CS:S bug.
It was my opinion, and I am sticking to it. All the map is is a good looking aim map. Why should I bother playing this when there is billions of other maps with the exact same gameplay?
Maps without originality don't do anything for me....
Commented 20 years ago2004-11-13 08:45:04 UTC
in vault item: cs_stanleComment #5033
I would fucking kill you if you did that. Screenshots are vital if you want people to download the map.
a) No screenshot makes you look lazy b) No screenshot makes it look like you don't care about your map c) Makes it look like you are too scared to show a real screenshot, so you use a real picture.
Commented 20 years ago2004-11-06 08:20:04 UTC
in vault item: cs_stanleComment #4965
What if a scientist were to make an amazing discovery that would stop all suffering, and when he went to show people, he showed pictures of a brick wall, and it had nothing to do with what he was talking about?
Everyone would take his discovery as a joke.
Please be serious with screenshots. Ultimately, If I see a good screenie, I download.
Commented 20 years ago2004-11-04 02:05:49 UTC
in vault item: de_spaceComment #4918
Oh I forgot another negative thing for you to fix:
There are lights coming out of nowhere. Light fixtures would do well, and perhaps learn how to use texture lighting instead of using point lights (entity lights)
Commented 20 years ago2004-11-04 02:04:46 UTC
in vault item: de_spaceComment #4917
Had a look at the rmf, and here is what I think.
+Lighting looks nice +Decent Architecture -Texture alignment. If you are going to make things go downhill, make sure the texture lines up with the one going straight. -Layout. So far it looks like it lacks layout. Something needs to be connected from the bombsite, so it isn't a dead end. Think about it. All good DE_ maps have about three different ways of getting into the bombsite.
Commented 20 years ago2004-11-01 21:46:35 UTC
in vault item: Graveyard v0.2Comment #4882
Well.... My point was that you'd say negative comments, and they wouldn't explain whats wrong with them.
Also, most others said the things you put as negatives were great. For example, most people like the basement. Another example: People saying that killing the zombies was great fun, not "old".
How can wreckage look generic? And undetailed? Its a fucking flat roof, the wreckage is going to be fucking flat as well.
Too contrived? Wtf else do you see in a pub basement? Columns, pipes, vents, and those wine holder things.
Commented 20 years ago2004-11-01 03:58:51 UTC
in vault item: Graveyard v0.2Comment #4862
Actually, I didn't rate this at all.
It was Rabid getting the rating back to what he thought it should be after a certain dickhead voted it one star multiple times.
Now, you are doing the same thing to me that you are doing to PaLO's maps. You are making complete bullshit negative crap to put on there, just because of the fact that you don't like me.
Here's my message: If you don't like me, fuck off, don't play my maps, and get the fuck off this site.
The only reason I'm protecting PaLO is the fact that I have had dickheads doing the same thing to me. So I know what is happening.
Now, you are saying that two of the rather experienced mappers here are wrong? I think both Jahzel and I know a lot more about what a good map is, so just butt out of it asshole.
Commented 20 years ago2004-10-21 02:59:41 UTC
in vault item: hi_tribes_testComment #4677
Anonymous, If you didn't realise, PaLO was actually taking your comments seriously, until he realised that you let your personal feelings get in the way of the way you saw his map.
There is no need to take out your anger on PaLO, just because you can't get an erect penis.
Commented 20 years ago2004-10-02 22:05:29 UTC
in vault item: Nightmare: A horror mapComment #4217
It didn't really scare me overall. I suppose the scariness wore off once you expected a monster to be in every room.
Still, I liked this map very much. It seemed to be well thought out, and you notice it while you are walking through. The only thing I didn't like was that teleport thing at the start. That was unbelievably annoying.
Here's what I think of the map: +Atmosphere - Pretty scary. +Texturing - I think the texturing fit in real well. +Lighting - It was pretty much lit completely the whole way through, but with the dark textures it didn't seem like it. Very very nicely done. +-Monster Placement - It was quite good at the start, but it kinda went downhill towards the end. -Ending - Preeety stupid ending. I eventually gave up. I could've kept runnin' all day. I really would've liked to see a good ending, even if you end up dying. Something scripted or something. It just didn't feel right being put into a room full of zombies.
Thats about it. I think it was a real good map which I enjoyed playing.
Commented 20 years ago2004-10-02 06:18:38 UTC
in vault item: Glass Entry - ForcefieldComment #4199
Small and not very glass orientated. Still pretty cool though. I had fun noclipping onto the little platform and seeing it from the view of the headcrab.
Anyway, it was alright, but I expected so much more from you Mulleboy.
And by the way, that damn corridor really sucked. It seemed you didn't know what to put in it, so you put pipes and valves coming out of the walls, which shows lack of thought and resorting to models for detail.
And Dv8 - If you are looking for good custom source maps, I really recommend some of Rabids stuff.
If I have time, I might go and get some screenshots of some things I disliked or want changed.
A map called Ignorance set in Iraq. How ironic. Good name.
Map looks good from the screenshot.
Perhaps I could fix that up for you and I could get a 5 :O!
I suppose I could do it. I suppose you mean that you shoot one bit of the glass and it all breaks at once? It's just a bit of lazyness on my behalf of not making each one a seperate entity. I will fix it when I have the time.
This map was submitted for the machine comp (got special mention), but it has been fixed up and modified for HLDM.
As I said, look out for a Source port - This map seems perfect for the engine.
Thanks for the comment. Mucho appreciated.
It was my opinion, and I am sticking to it. All the map is is a good looking aim map. Why should I bother playing this when there is billions of other maps with the exact same gameplay?
Maps without originality don't do anything for me....
For my honest opinion, I was bitterly disappointed. Look at the screenshot: It's the whole map.
Sure, it looks good. What good is a pretty map with the same boring gameplay as 3 billion other maps, boring old layout, without anything new?
I appreciate the fact that you tried to make the map look nice, but the map is unoriginal and boring. I know you can do better, Strider.
2.5 out of 5 (because I'm feeling nice I'll round it to 3)
And "aswell"? Does that mean you rated it yourself aswell? Bad.
No problemo dude. Anytime. Now I hope I can get this freakin' homework done, since I spent most of my time helping you >:(
CURSE YOU!!!!!!!!!!1
(PS: Cool map )
a) No screenshot makes you look lazy
b) No screenshot makes it look like you don't care about your map
c) Makes it look like you are too scared to show a real screenshot, so you use a real picture.
:/
:/
Did you rate this yourself? Or did justinxnitsu rate it twice?
Everyone would take his discovery as a joke.
Please be serious with screenshots. Ultimately, If I see a good screenie, I download.
There are lights coming out of nowhere. Light fixtures would do well, and perhaps learn how to use texture lighting instead of using point lights (entity lights)
+Lighting looks nice
+Decent Architecture
-Texture alignment. If you are going to make things go downhill, make sure the texture lines up with the one going straight.
-Layout. So far it looks like it lacks layout. Something needs to be connected from the bombsite, so it isn't a dead end. Think about it. All good DE_ maps have about three different ways of getting into the bombsite.
Hope it helps. As it is now, 2/5 stars.
I wanna know. If it isn't, I won't download it yet.
I was going to put in some models, but it would look weird for WON users because of the transparency dlls.
Unless there is tree models which don't need transparency
I'll see what I can do, I'll make a decision some time soon about whether to use tree models.
4.5 stars. (I'll rate it 5 once and 4 once, so it's 9/10)
Also, most others said the things you put as negatives were great. For example, most people like the basement. Another example: People saying that killing the zombies was great fun, not "old".
How can wreckage look generic? And undetailed? Its a fucking flat roof, the wreckage is going to be fucking flat as well.
Too contrived? Wtf else do you see in a pub basement? Columns, pipes, vents, and those wine holder things.
Seriously......
It was Rabid getting the rating back to what he thought it should be after a certain dickhead voted it one star multiple times.
Now, you are doing the same thing to me that you are doing to PaLO's maps. You are making complete bullshit negative crap to put on there, just because of the fact that you don't like me.
Here's my message: If you don't like me, fuck off, don't play my maps, and get the fuck off this site.
/me looks at Anonymous.
The only reason I'm protecting PaLO is the fact that I have had dickheads doing the same thing to me. So I know what is happening.
Now, you are saying that two of the rather experienced mappers here are wrong? I think both Jahzel and I know a lot more about what a good map is, so just butt out of it asshole.
If you don't like him, you don't need to make false comments about his maps.
Seriously, get a fucking life.
Go here: http://www.snarkpit.com/editing.php?page=tutorials&game=HL&type=architecture , it will help you find ways to make your map more interesting.
And I chose to get involved here because you were being an idiot, and it was un-needed. In fact, PaLO didn't ask me to help at all.
As I said, There is no need to take out your anger on PaLO, just because you can't get an erect penis. There is medication for that type of thing.
There is no need to take out your anger on PaLO, just because you can't get an erect penis.
Make sure you are playing in HL, and make sure you are playing in SP mode.
Still, I liked this map very much. It seemed to be well thought out, and you notice it while you are walking through. The only thing I didn't like was that teleport thing at the start. That was unbelievably annoying.
Here's what I think of the map:
+Atmosphere - Pretty scary.
+Texturing - I think the texturing fit in real well.
+Lighting - It was pretty much lit completely the whole way through, but with the dark textures it didn't seem like it. Very very nicely done.
+-Monster Placement - It was quite good at the start, but it kinda went downhill towards the end.
-Ending - Preeety stupid ending. I eventually gave up. I could've kept runnin' all day. I really would've liked to see a good ending, even if you end up dying. Something scripted or something. It just didn't feel right being put into a room full of zombies.
Thats about it. I think it was a real good map which I enjoyed playing.
Well Done
4.5/5 stars (rounded to 5)
Anyway, it was alright, but I expected so much more from you Mulleboy.
3/5