Commented 20 years ago2004-08-11 03:00:17 UTC
in vault item: LabComment #3271
Pros
+ Gameplay is good, balanced, never a flood of enemies or lack therof. + Bull board in first room looks cool . + Some nice detail like the flashlight
Cons
-Lighting! A bit more color and less red would look 100 times better. Darker, in the room at teh end, would look good too. -Game_text has spelling errors. Not too huge of a deal, but would look good fixed. -Not too much detail. It shows in some spots, but is bland in others. -Architecture is very square! May I suggest a look at the detailing half-life textures example maps? Those might help here.
Overall: Off to a good start, but needs some more work. Rating: ** 1/2.
Commented 20 years ago2004-08-10 20:21:55 UTC
in vault item: My BackyardComment #3263
The level has no sky, just a BLACK texture.
Since r_speeds are fairly low, id take a look at ZombieLoffe's texture example maps and see if you can do it with the textures in this map, it would add lots more depth.
Game_texts are easy to do. Place a pointentity and change the type to game text. Then set the options and trigger it when you want text to appear.
Commented 20 years ago2004-08-10 16:24:20 UTC
in vault item: Detailing HL Textures 2Comment #3248
Ive done that kind of thing before but it definitely increases r_speeds, but considering it wasnt being looked at in a speeds perspective, its very nice.
Commented 20 years ago2004-08-10 16:11:52 UTC
in vault item: DM_XComment #3247
It should be detailed because although the gameplay may be good, there are maps with equally good gameplay and better detail, so your map will get overlooked and unplayed.
Commented 20 years ago2004-08-03 19:43:17 UTC
in vault item: Underground FacilityComment #3141
Very nice.
In the begenning of the map, my suit got stuck in the train and then when it passed through that door, the suit got stuck and dragged through the train and stayed there. I had to impulse 101 myself a suit (no give_ in steam ) and it just looked quite odd.
The map's base architecture looks very good, texture alignment and selection is top-notch (those tnnl and c1a0 textures work quite well together) but the map is lacking detail in some areas. The hallway to teh security room is quite bare and boring, and the ashtray in the security room is tucked behind the vending machine and bench and looks a bit unrealistic in it's placement.
Overall, nice work, my comments are just tiny tiny little things that most people wouldn't tend to notice in a map :p.
Commented 20 years ago2004-08-02 20:54:11 UTC
in vault item: as_goldrushComment #3122
Quite good.
My only complaint was the texture set. I think a more dingy, industrial-ish texture set would make this map look a lot better. The gameplay, however, was pretty good and you offered a range of paths to choose to take, which was nice.
Commented 20 years ago2004-07-28 04:45:20 UTC
in vault item: LaB101 - Update 1.4Comment #2991
Better. I like the sci and his little electronics cart. The little machine by the pipes is good...but I think there's supposed to be a light in there...looks like there's a brush for one that has a non-lights.rad texture so its dark. Fix that.
The sci by the rail still doesnt lean on it with a SD scientist model.
Commented 20 years ago2004-07-27 21:18:31 UTC
in vault item: LaB101 - Update 1.4Comment #2977
Architecture looks alright, although the walls seem kind of empty to me, especially around the Lambda sign. Decals or more computers might work. The scientist by the rail didnt do his scripted sequence, if he should be doing one, with a SD Model. Otherwise, pretty good.
Commented 20 years ago2004-07-27 04:51:56 UTC
in vault item: Terrain TestComment #2939
...dont tell me, I compiled with OpFor, custom, and OpForCTF.wad? Was not intentional and shows laziness on my part. I know to include non-HL wads when distributing a map, or better yet, wadinclude I just forgot the custom wads in my wadlist altogether. If I can be bothered to fix this I'll change it.
Commented 20 years ago2004-07-26 15:57:06 UTC
in vault item: Terrain TestComment #2911
Just practice. For this, I created a big brush and clipped it into little individual blocks of 8x8 units, then clipped those into triangles. Then, grouped each little row and sheared them at different angles, then messed with the vertexes in front view, and then messed with their posisition in the top view.
Pop open the RMF and you can see whats left of the triangles after VM.
Commented 20 years ago2004-07-25 05:27:48 UTC
in vault item: DeepComment #2854
..but overall, its very nice. It could probably accomodate some more architectural detail in the room with the security booth, especially on the walls or ceiling, but that chair is nice, as for the lighting in most of the map. The end also got me, I wasnt expecting that. Very nice job.
Commented 20 years ago2004-07-19 05:27:07 UTC
in vault item: RoomsComment #2777
ladders are made of two parts, a normal world brush (or func_wall, depending on the required render settings) and a func_ladder. The func_ladder is always invisible.
Commented 20 years ago2004-07-17 23:37:46 UTC
in vault item: de_dust_tjk_beta_1Comment #2760
Why is teh screen of an error message? It helps to post an in-game shot so I know it actually works and I dont waste 5 minutes of my life on a non-working map.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-11 23:07:26 UTC
in vault item: awp_courtComment #2672
They probably don't work because it is an open map. Hint brushes are only really useful in indoor areas. Try placing hint brushes every 128 units or so, strecthing from floor to ceiling, vertical and horizontal, and you may see a little speed increase.
Commented 20 years ago2004-07-10 23:12:31 UTC
in vault item: Courtyard2Comment #2664
No problem. It was nice to play, my detail complaints are just minor things I tend to look at as a mapper. I like the crates in the courtyard, they have some variety, rather than being all the same, and are good hiding spots.
Commented 20 years ago2004-07-10 02:13:16 UTC
in vault item: Courtyard2Comment #2656
It was fun to play. I liked it. The textures were a bit repetitive, and that wood texture behind the big building looked out of place and odd. Otherwise, it looked OK. Maybe some more brush details like columns and supports would look nice. And upload a screenie, not many people will d/l it otherwise.
Commented 20 years ago2004-07-08 03:20:20 UTC
in vault item: cs_repairyardtestComment #2628
One thing I noticed after playtesting was the horrid r_speeds. 3000 w_poly is unacceptable, and began to lag on my high-end rig. Consider learning hint brushes and applying them, or adding more visblocks.
Commented 20 years ago2004-06-22 03:08:17 UTC
in vault item: motion_pictureComment #2438
ZHLT.wad comes with Zoner's tools, which you should have if you map. Cstrike can be downloaded at wadfather I think (check the last page) and comes with Cstrike, and if you don't have halflife.wad, you don't have halflife!
Commented 20 years ago2004-06-21 01:10:42 UTC
in vault item: Sector C DormitoryComment #2426
I like detail in maps, unfortunately it ups the r_speeds a lot, but it gives a better feel to the map. I was reading the article on VERC about detail vs design, and I usually put detail first, if it gets too complex I'll hint it off, as in this map, or I'll changelevel.
And rate my level, people! I want to see what your opinion on it is!
Commented 20 years ago2004-06-15 21:15:47 UTC
in vault item: Door Light BeamsComment #2340
Oops. Thought I got rid of my OpFor wad a while ago. My bad. As for passable, thanks for the info. It's so much easier with a door than a train, and I can never manage to get the thing exactly right with path corners.
+ Gameplay is good, balanced, never a flood of enemies or lack therof.
+ Bull board in first room looks cool .
+ Some nice detail like the flashlight
Cons
-Lighting! A bit more color and less red would look 100 times better. Darker, in the room at teh end, would look good too.
-Game_text has spelling errors. Not too huge of a deal, but would look good fixed.
-Not too much detail. It shows in some spots, but is bland in others.
-Architecture is very square! May I suggest a look at the detailing half-life textures example maps? Those might help here.
Overall: Off to a good start, but needs some more work.
Rating: ** 1/2.
Since r_speeds are fairly low, id take a look at ZombieLoffe's texture example maps and see if you can do it with the textures in this map, it would add lots more depth.
Game_texts are easy to do. Place a pointentity and change the type to game text. Then set the options and trigger it when you want text to appear.
You can have monsters stuck in walls without crashes.
It's good for a first map. Although it needs more attention to scale on things like the door at the begenning, its a good start.
In the begenning of the map, my suit got stuck in the train and then when it passed through that door, the suit got stuck and dragged through the train and stayed there. I had to impulse 101 myself a suit (no give_ in steam ) and it just looked quite odd.
The map's base architecture looks very good, texture alignment and selection is top-notch (those tnnl and c1a0 textures work quite well together) but the map is lacking detail in some areas. The hallway to teh security room is quite bare and boring, and the ashtray in the security room is tucked behind the vending machine and bench and looks a bit unrealistic in it's placement.
Overall, nice work, my comments are just tiny tiny little things that most people wouldn't tend to notice in a map :p.
My only complaint was the texture set. I think a more dingy, industrial-ish texture set would make this map look a lot better. The gameplay, however, was pretty good and you offered a range of paths to choose to take, which was nice.
The sci by the rail still doesnt lean on it with a SD scientist model.
As long as there's a reason for them being clean it's alright.
Pop open the RMF and you can see whats left of the triangles after VM.
It is a pretty cool concept, though. Nice work!
And rate my level, people! I want to see what your opinion on it is!