Commented 15 years ago2009-01-07 06:58:54 UTC
in vault item: RiverpoolComment #17205
HOLYSHITFUCK!
This looks absolutely breathtaking just from the screenie. I'm amazed at all the quality maps being produced for this little project... <downloading now>
Commented 15 years ago2009-01-04 06:09:31 UTC
in journal: #5545Comment #51735
Looks great. I don't really understand the weights thing but it must make a difference. (you can make it heaveier and lighter and adjust the center of gravity i guess?)
I've used smaller mobile mice for so long, most all regular-sized mice seem huge to me as a result. I dug up my old microsoft laser mouse when my regular mouse broke(the first laser mouse too i think?), it felt so huge in my hand it felt completely awkward.
This one looks comparatively smaller, and since i've been dying to own a mouse with more than 3 buttons i might just check it out = )
that's fine, you can update it at any time, post a link to the new version in the thread, and i'll update the release.
Yay you're the first map! = )
edit: Jeffmod you need to edit a little bit i'm sorry. 1. it must only be one room (no secret rooms sorry) 2. you need and entrance door and an exit door. sorry! = )
Commented 15 years ago2008-12-24 16:28:29 UTC
in vault item: de_stroikesComment #17192
Wow Hunter 2 stars is harsh but i guess we all have our own impressions of what a star is worth. I know i tend to overrate myself... = )
This is one of the tiniest de maps i've ever seen, and probably the only real negative comment, though it's kinda a big one. Who knows tho it might be fun as i never played it on a server...
There are also tons of small constrcution details you could have added like tools, work lights, power saws, welders, anything to make it a more believable work site. For large-scale props a big crane is begging to be on this map, plus perhaps in a future version some scafolding gameplay areas on the outside of the building, and or some more detail to the outside of the building?
YOu could also add soome bare metal substructure aboove the playable area to again make it more real.
+Nice construction throughout +Nice texturing with some custom ones? +Some nice large-size construction props +neat layout +no visual errors
*maybe could use more sounds (there was just one i think?)
-no small scale detail -small map is small = )
All in all a fine map, tho i think it could be better. I'll go 3.5 because there although there is really nothing wrong with it, i think it could be a lot better; 3.5 rounds up to 4 = )
Commented 15 years ago2008-12-19 23:37:22 UTC
in wiki page: Tutorial: WaterComment #100650
Here's one hint about water i learned:
Problem: If you have a big "pool" of func_water made out of many brushes and after compile many top faces of the water randomly won't show up.
Fix: Instead of making all the brushes of the pool a single func_water, make each seperate brush it's own func_water, and this should eliminate the disappearing face error.
Commented 15 years ago2008-12-19 05:52:56 UTC
in vault item: fy_bigblocksComment #17189
I don't really see the point of releasing uncompiled stuff but meh. I mean if you didn't think it was worth the time to compile/complete i highly doubt anyone else is. = /
Anyway i "walked" through the map in hammer and didn't see anything all that exciting, but i tried it like you asked in the description so there! = )
Commented 15 years ago2008-12-19 05:32:14 UTC
in vault item: Space Tempest M35Comment #17188
Wow really cool and i'm a sucker for space-themed maps = )
++superb detailing and skillful detail geometry +great detail contraptions +Neat effects like the platforms, "warp" effect and many others +great use of ambients but map is so big i'm sure could use more
*texturing ok but needs work in many areas *r_speeds are playable in most areas but very high in some too *lighting is sufficeint but has rounded edges from using pointlights (i always prefer texture lighting because i think it looks more natural)
-map as a whole is a bit big and blocky for a spaceship imo -
The detailing and "extras in this map are really impressive like the nice, rounded main view window, all the consoles and buttons, and other things you used to break up coridoors and such. The shuttle looked amazing as well as the nicely-styled hallways running through the middle and ends of the map. Sound is great and really adds to the map when you have something to listen to. it gives the map more realism and dimension. Finally the moving contraptions like the hammering thing and the tram of boxes going through the forcefield was nicely done (though i would have shaped the boxes more rounded like a futuristic-looking tote rather than just a big box. you should also be able to ride them, lol = )
My biggest and really only bone with the map is the main structure of the ship, which is very huge and quite blocky. Space should be utiized well in any room or structure, most especially a spaceship. (there is nothing wrong with making a mammoth, star wars-type ship, but then it becomes your problem to fill up the areas with meaningful detail)
I think a redesign of the bigger areas somehow truncating them, and some rounding off of a lot of the more squarish stuff would really do this map some good. I like the main layout of the map from a 2-d perspective and the vertical relief is fine, it just needs to be confined to individual rooms imo, if you know what i mean.
Anyway, mad sajo + space theme + cool effects = 5 stars in my book, though i think you could still make the map a lot better. Bravo = )
* * * * *
This comment was made on an article that has been deleted.
Commented 15 years ago2008-12-16 11:22:31 UTC
in vault item: hns_bronxComment #17185
Really cool map though i'm almost positive i rated it before... did you repost?
+Architectue is not super fancy but everything looks good/clean ++Great texturing +cool ambients +Neat effects: i really liked the way you did the neon signs +Map is super vertical but has excellent r_speeds +Looks like it would be fun to play
I can't really think of any negatives except perhaps add more small detail items (not that the map really needs it, it looks great) Adding more detail will kill your fps, which is probably why you left it as is.
All and all a really cool map, and very different from most stuff i'm used to seeing in the vault, great job! = )
Commented 15 years ago2008-12-15 13:48:10 UTC
in vault item: hlife_hotdog_compo26Comment #17184
K finally played the whole thing, and here is the chapter-by-chapter review:
V_spoilers below!!_V V V V V
Wow I've played most of your entry, and I'm stunned at how long and well done this is. I must admit it's a little too long for my tasted and i didn't even finish it--my only real complaint i guess, the rest of the suggestive comments will be merely minor nitpicks]. Here are comments level by level:
1.) The first level is great, and i loved the use of pushables, and the cool entity work to make the sequences, beams, sprites, and contraptions all function together. Bravo. (also not too hard which i don't enjoy hard puzzles, nice having the hints too if you need/want it)
Some minor brushing errors on the crystals could be fixed by using hlfix. You could make the crystal globes look even cooler if you rendered some of the inside faces to give more dimension imo, but they still looked great.
2.) The second level is really cool and is very well-mapped like the first one. Again interesting use of pushables, and the solution is not too easy or hard. Also again very nice looking map for this.
3.) It's really hard to pick a favourite for any of the challenges that comprised your entry--any one of these single chapters could have qualified for an entry itself imo--, but this one was probably it. Not because it looked the prettiest (that would be hard to choose too), but i just loved the entity work and figuring out what you had to do was neat. I think you could have did some things to streamline the challenge a little bit, like make it easier to see what "tombstone" corresponed to what mirror, but what the heck this "chapter was great". I couldn't find the bonus coin for this one... = )
4.) With a similar theme to the second chapter, this one was also one of my favourites. the first few stages i got through ok but the third one i couldn't figure out, and just noclipped up.
I loved your use of momentary doors on this one, particularly the rotating cylinder for the first stage. (so very creative and nicely executed) my only complaint would be to move the levers so you can activate them and see the rotating stuff at the same time. Also, couldn't find the bonus coin on this one.
5.) A little to easy but still a neat puzzle. the first time i made it through i died jumping down the hole and thought i left out a step. the second time i just noclipped over and jumped down and lived, so maybe dying there is a slight bug? Anyway pretty cool.
6.) This level is also very well mapped but i find mazes to be particularly not fun. Doing a maze again, i would try to add another element besides the levers like a time limit or a certain order things had to be done in. I dunno, like i said mazes not my thing, though like the rest of the chapters, everything is flawlessly mapped and executed.
7.)By the time i reached this level i didn't feel like playing any more. this level is also very nicely crafted and looks like an aztec pyrammid trapped inside a magma cave, with almost phosphorescent stuff on the walls. Becoming tired of the puzzles, i just noclipped to the top/exit. = (
8.)this was it i just looked around a bit, and exited half-life. Just didn't feel like playing anymore.
To conclude, everything is superbly done, just a bit too long imo. Bravo for an epic amount of quality work... this must have taken some time to complete and work out any bugs. This is sure to be a place winner if not the winner of the whole thing. Excellent work is excellent. = )
Commented 15 years ago2008-12-15 06:43:27 UTC
in journal: #5508Comment #51699
I notice too i had so much energy to map when i didn't know what i was doing. Now that there is no geometry too that i can't handle and i have a very good understand of every entity (hl1) i have almost no drive to map.
I think it's hard to complete mapping projects too because they take a lot of work and a lot of time to do right.
Well i'm off to go map my happy place--this awesome idea i had yesterday--, buhbye, and everybody go finish a project.
)
This comment was made on an article that has been deleted.
Commented 15 years ago2008-12-12 13:26:23 UTC
in journal: #5504Comment #55584
Yeah, for the ones in parenthesis, notice i said "besides". i liked it too, Plus The Matrix are in my top 5 movies of all time, well at least the first one.
Commented 15 years ago2008-12-12 12:37:24 UTC
in journal: #5504Comment #55583
But really, don't see it, even if you got free passes or your girlfriend promises to buy you popcorn. Go to the dentist, have some work done on your car, clean the bathroom... Anything else but this!
Commented 15 years ago2008-12-10 03:23:49 UTC
in vault item: Striker's CompoComment #17165
K. i played the entire thing with all the textures and let me start by saying this map and the scope of the entity work is huge. This must have took you a long time, or at least it would have taken me AGES to complete! = )
++Grand scope of map and project ++Superb entity work (traps, sequences, mechanisms and contraptions) ++superb detailing and very neat ideas +Good brushwork +Decent lighting though a little dark through most of it +good sounds +good effective use of sprites +good use of original textures and i loved the confusion room hammer-like ones, specially the water = )
-nothing really flows together, it is a great amalgamation of differing trials. Too random and convoluted imho -way too long (though i appreciate the grand effort into this -no autosaves -sometimes no logical or clear way to proceed (or i am retard which i am)
This map is epically big, and there are many pretty and interesting things too look at. Though i wish the map had a more congealed, central theme, there was still much to admire. The theme you set reminded me of a deserted black mesa or close cousin, and some of the industrial/service-looking pathways gave me the feeling of portal a little bit. Some really neat trap ideas at the end that reminded me of Hunter's 5-ways to die, and some very cool, new stuff that reminded me of nothing i've seen before.
All in all, a grand effort and it's obvious for anyone who's gone through the map. I look forward to seeing more stuff from you, and i hope your next project has at least a quarter of the dedication you put into this one. As your skills get better combined with this, your maps will be epic. = )
Trailer is really nice. I'm glad to see the project isn't dead. Hopefully they can deliver earlier in 2009 rather than at the end or beyond or god forbid never. We've been waiting a long time......
Commented 15 years ago2008-12-09 02:39:30 UTC
in vault item: Dm_ComboComment #17156
Most of the things you say are true daub but 2 stars?!
+Architecture +lighting +sprite effects +neat sky +sounds pretty good
/Decent small detailing but there could have been more as well props
-textures a bit bland, some stretching as well--'face' is your friend! -high wpolys
I agree with what muzz said about scaling down the textures to lower your r_speeds and i agree with daubster/muzz that that crete texture is pretty boring. Also agree with daub copy/pasting the same platform 4 times is a bit of a mistake. different platforms would have been nice or at the very least differently textured platforms would have helped. Hunter's advice on gameplay sounds pretty good too.
3.5 stars rounds up to 4 since i liked many key parts of the map. It needs work but i still really liked it.
Commented 15 years ago2008-12-08 02:36:23 UTC
in vault item: Lab11: LavaLabComment #5222
Whoa and when i say 'whoa' i mean, like, OMG...
This is just amazingly huge and has many very pretty, uber detailed, DISTINCT areas. Amazingly improved over the original, and i loved that one too. It's hard to imagine all this fits in one bsp, seriously... I didn't walk through the whole thing because it's, well... huge, but i noclipped through a great deal of the map...
+Grand scope of the map--did i mention it's very big? = ) +An intricacy of detail you rarely ever see in goldsouce maps +very distinct, very pretty areas and vistas to the lava and outlying labs +imaginative layout and design +great general mapping +cool idea/setting for a map +I like the source style monitors and the hammer screel LOL
-almost too complex for my tastes -probably too big for my tastes -the stock window textures on those beautiful outlying buildings are horrible and really detract from the nice buildings -can't think of any without going through more thorougly
Superb work on an epic scale, which is normal for your grand projects... Bravo! = )
* * * * *
srry: 4 stars is beneath insult for a map like this. even if you didn't like the map, the shear amount of work and time--not to mention the compile time must have been enormous--warrant a 5-star rating, nothing less. shame.
Commented 15 years ago2008-12-06 01:09:17 UTC
in vault item: DM_BeerFortComment #5333
+cool layout +great lighting +Beer/pizza hev/health chargers +empties lawl +clean, skillfull architecture +decent placement of original textures +astonishingly low wpoly
-unimaginative doorways -textures are repetative and light fixture texts are stretched -no real fine detailing besides the chargers and empties -almost completely generic--albeit consistent--theme -sounds?
I like the feel and atmosphere of the map, and even the original textures i won't gripe about because they kinda fit in a bland way. most structures are superbly brushed except maybe the some of the ramps or straight stairways could be different, better or maybe just textured differently. One of my fav things of the map was the lighting which the contrast was great and not too dark imo.
A theme is really nonexistent or that is the theme itself. this building is totally generic and besides the name "beerfort" i have not a clue what purpose this sort of building might serve (not that it has too by any means, i just think it would be better if you could recognize it as a maintenance bay, or missle storage or some damn thing = ) ). The only other letdown was there isn't any small detailing to speak of, but i guess that fits the genny theme. plus the upside is a very playable r_speeds. = )
it doesn't seem finished to me since i know you can texture much better than this, but for five hours this is absolutely amazing and my rating reflects that. (i couldn't even do a quarter of this in 5 hours) Good work, as per usual for you = )
Commented 15 years ago2008-12-03 21:40:34 UTC
in vault item: de_shadysandsComment #5489
+terrain looks superbly constructed +terrain texturing +general construction +detailing +decal use
-stuck points -walkthrough tapestry/rugs weird -scale a little large inside house imo (windows height, furnit) -invisible border--is it just the grade or you have clips? -sounds? (i was playing music so i might have missed subtle ones)
One thing i found really cool is there were no visual errors which usually come with this type of construction. One way to combat the stuck points might be to make the problem areas func_illusionaries and then put some simple, invisible stuff underneath... illusionaries also give you better clipnode economy ; )
i couldn't find the easter egg and the only destructible item i could find was the poster covering the "Orchid Eater" book. = )
i'll go 5 for shear beauty, errorless appearance, and scope of the terrain (even if you couldn't walk on that much).
Commented 15 years ago2008-11-27 13:16:58 UTC
in vault item: WATERComment #16899
(i didn't read the other's comments)
k. Architecture is pretty bleh except for the keyslots and door forcefields are done believably. Scale is off a bit for the first room--ceiling too too low--, boringly textured, and the door barriers are just kinda weird unless they are meant to look like oot--which i never played.
I couldn't make it to the third door or the door after the room floods and didn't know what to do--the sequence and triggers were flawless btw. I'm not the greatest at puzzles so could totally be me.
since it seems to be a wip i won't rate right now, but if i had too it'd be a 3 i guess.
Commented 15 years ago2008-11-25 18:48:25 UTC
in vault item: hlife_hotdog_compo26Comment #16922
| Spoilers Below! | V =============== V
this looks quite impressive and i've only been through the first level. What i've noticed so far: +great detailing and nice architecture in general +great use of small seperate ambients, bravo! +Fun gameplay not too hard not too easy +multi-faceted or staged puzzle, not just one button to find or one thing to do, but a sequence you must travail +nice lighting +good use of effects such as sprites, beams, etc.
i loved that the first level you have to push the pushables to float upon... it reminded me of portal in a way. also loved the geometry of the crystal globe and the design of the cliffs... All very Nice.
I'm going 5 for only playing the first level, considering the amount of work that went into it, and you have half a dozen more, it's only fitting this gets a 5-star rating imo. I'll comment on the rest wehn i've had time to play it! = )
Yeah strider i wanted to see that but the girl i was dating at the time that was up hated chick flicks (believe it, or not)
Potatis: not an option i have to get out of the house.
Luke: i like your method flipping the coin now. (it's Yes Man, unless i get new information the Brad Pit Movie is better :))
)
This looks absolutely breathtaking just from the screenie. I'm amazed at all the quality maps being produced for this little project... <downloading now>
I've used smaller mobile mice for so long, most all regular-sized mice seem huge to me as a result. I dug up my old microsoft laser mouse when my regular mouse broke(the first laser mouse too i think?), it felt so huge in my hand it felt completely awkward.
This one looks comparatively smaller, and since i've been dying to own a mouse with more than 3 buttons i might just check it out = )
Yay you're the first map! = )
edit: Jeffmod you need to edit a little bit i'm sorry.
1. it must only be one room (no secret rooms sorry)
2. you need and entrance door and an exit door.
sorry! = )
)
= )
This is one of the tiniest de maps i've ever seen, and probably the only real negative comment, though it's kinda a big one. Who knows tho it might be fun as i never played it on a server...
There are also tons of small constrcution details you could have added like tools, work lights, power saws, welders, anything to make it a more believable work site. For large-scale props a big crane is begging to be on this map, plus perhaps in a future version some scafolding gameplay areas on the outside of the building, and or some more detail to the outside of the building?
YOu could also add soome bare metal substructure aboove the playable area to again make it more real.
+Nice construction throughout
+Nice texturing with some custom ones?
+Some nice large-size construction props
+neat layout
+no visual errors
*maybe could use more sounds (there was just one i think?)
-no small scale detail
-small map is small = )
All in all a fine map, tho i think it could be better. I'll go 3.5 because there although there is really nothing wrong with it, i think it could be a lot better; 3.5 rounds up to 4 = )
****
Problem:
If you have a big "pool" of func_water made out of many brushes and after compile many top faces of the water randomly won't show up.
Fix:
Instead of making all the brushes of the pool a single func_water, make each seperate brush it's own func_water, and this should eliminate the disappearing face error.
|
Anyway i "walked" through the map in hammer and didn't see anything all that exciting, but i tried it like you asked in the description so there! = )
p.s. what is the big pole in the middle do/for?
)
++superb detailing and skillful detail geometry
+great detail contraptions
+Neat effects like the platforms, "warp" effect and many others
+great use of ambients but map is so big i'm sure could use more
*texturing ok but needs work in many areas
*r_speeds are playable in most areas but very high in some too
*lighting is sufficeint but has rounded edges from using pointlights (i always prefer texture lighting because i think it looks more natural)
-map as a whole is a bit big and blocky for a spaceship imo
-
The detailing and "extras in this map are really impressive like the nice, rounded main view window, all the consoles and buttons, and other things you used to break up coridoors and such. The shuttle looked amazing as well as the nicely-styled hallways running through the middle and ends of the map. Sound is great and really adds to the map when you have something to listen to. it gives the map more realism and dimension. Finally the moving contraptions like the hammering thing and the tram of boxes going through the forcefield was nicely done (though i would have shaped the boxes more rounded like a futuristic-looking tote rather than just a big box. you should also be able to ride them, lol = )
My biggest and really only bone with the map is the main structure of the ship, which is very huge and quite blocky. Space should be utiized well in any room or structure, most especially a spaceship. (there is nothing wrong with making a mammoth, star wars-type ship, but then it becomes your problem to fill up the areas with meaningful detail)
I think a redesign of the bigger areas somehow truncating them, and some rounding off of a lot of the more squarish stuff would really do this map some good. I like the main layout of the map from a 2-d perspective and the vertical relief is fine, it just needs to be confined to individual rooms imo, if you know what i mean.
Anyway, mad sajo + space theme + cool effects = 5 stars in my book, though i think you could still make the map a lot better. Bravo = )
* * * * *
+Architectue is not super fancy but everything looks good/clean
++Great texturing
+cool ambients
+Neat effects: i really liked the way you did the neon signs
+Map is super vertical but has excellent r_speeds
+Looks like it would be fun to play
I can't really think of any negatives except perhaps add more small detail items (not that the map really needs it, it looks great) Adding more detail will kill your fps, which is probably why you left it as is.
All and all a really cool map, and very different from most stuff i'm used to seeing in the vault, great job! = )
* * * * *
)
V_spoilers below!!_V
V V
V V
Wow I've played most of your entry, and I'm stunned at how long and well done this is. I must admit it's a little too long for my tasted and i didn't even finish it--my only real complaint i guess, the rest of the suggestive comments will be merely minor nitpicks]. Here are comments level by level:
1.)
The first level is great, and i loved the use of pushables, and the cool entity work to make the sequences, beams, sprites, and contraptions all function together. Bravo. (also not too hard which i don't enjoy hard puzzles, nice having the hints too if you need/want it)
Some minor brushing errors on the crystals could be fixed by using hlfix. You could make the crystal globes look even cooler if you rendered some of the inside faces to give more dimension imo, but they still looked great.
2.)
The second level is really cool and is very well-mapped like the first one. Again interesting use of pushables, and the solution is not too easy or hard. Also again very nice looking map for this.
3.)
It's really hard to pick a favourite for any of the challenges that comprised your entry--any one of these single chapters could have qualified for an entry itself imo--, but this one was probably it. Not because it looked the prettiest (that would be hard to choose too), but i just loved the entity work and figuring out what you had to do was neat. I think you could have did some things to streamline the challenge a little bit, like make it easier to see what "tombstone" corresponed to what mirror, but what the heck this "chapter was great". I couldn't find the bonus coin for this one... = )
4.)
With a similar theme to the second chapter, this one was also one of my favourites. the first few stages i got through ok but the third one i couldn't figure out, and just noclipped up.
I loved your use of momentary doors on this one, particularly the rotating cylinder for the first stage. (so very creative and nicely executed) my only complaint would be to move the levers so you can activate them and see the rotating stuff at the same time. Also, couldn't find the bonus coin on this one.
5.)
A little to easy but still a neat puzzle. the first time i made it through i died jumping down the hole and thought i left out a step. the second time i just noclipped over and jumped down and lived, so maybe dying there is a slight bug? Anyway pretty cool.
6.)
This level is also very well mapped but i find mazes to be particularly not fun. Doing a maze again, i would try to add another element besides the levers like a time limit or a certain order things had to be done in. I dunno, like i said mazes not my thing, though like the rest of the chapters, everything is flawlessly mapped and executed.
7.)By the time i reached this level i didn't feel like playing any more. this level is also very nicely crafted and looks like an aztec pyrammid trapped inside a magma cave, with almost phosphorescent stuff on the walls. Becoming tired of the puzzles, i just noclipped to the top/exit. = (
8.)this was it i just looked around a bit, and exited half-life. Just didn't feel like playing anymore.
To conclude, everything is superbly done, just a bit too long imo. Bravo for an epic amount of quality work... this must have taken some time to complete and work out any bugs. This is sure to be a place winner if not the winner of the whole thing. Excellent work is excellent.
= )
The navenger animation is for turnstile mod? (remember seeing that before it's cool) I like the stargate-style lift animation too = )
<
I think it's hard to complete mapping projects too because they take a lot of work and a lot of time to do right.
Well i'm off to go map my happy place--this awesome idea i had yesterday--, buhbye, and everybody go finish a project.
)
http://captain0terror.googlepages.com/darktree_error0000.jpg
Nobody else mentioned it so maybe it's my macchine?
EDIT: Oh LOL it's for source! I'll play it and rerate... (i really want to destroy some barrels)
++Grand scope of map and project
++Superb entity work (traps, sequences, mechanisms and contraptions)
++superb detailing and very neat ideas
+Good brushwork
+Decent lighting though a little dark through most of it
+good sounds
+good effective use of sprites
+good use of original textures and i loved the confusion room hammer-like ones, specially the water = )
-nothing really flows together, it is a great amalgamation of differing trials. Too random and convoluted imho
-way too long (though i appreciate the grand effort into this
-no autosaves
-sometimes no logical or clear way to proceed (or i am retard which i am)
This map is epically big, and there are many pretty and interesting things too look at. Though i wish the map had a more congealed, central theme, there was still much to admire. The theme you set reminded me of a deserted black mesa or close cousin, and some of the industrial/service-looking pathways gave me the feeling of portal a little bit. Some really neat trap ideas at the end that reminded me of Hunter's 5-ways to die, and some very cool, new stuff that reminded me of nothing i've seen before.
All in all, a grand effort and it's obvious for anyone who's gone through the map. I look forward to seeing more stuff from you, and i hope your next project has at least a quarter of the dedication you put into this one. As your skills get better combined with this, your maps will be epic.
= )
As previously stated, 5 stars.
* * * * *
if you download/install a virus to d: it can't migrate to c: or any other partitions?
+Architecture
+lighting
+sprite effects
+neat sky
+sounds pretty good
/Decent small detailing but there could have been more as well props
-textures a bit bland, some stretching as well--'face' is your friend!
-high wpolys
I agree with what muzz said about scaling down the textures to lower your r_speeds and i agree with daubster/muzz that that crete texture is pretty boring. Also agree with daub copy/pasting the same platform 4 times is a bit of a mistake. different platforms would have been nice or at the very least differently textured platforms would have helped. Hunter's advice on gameplay sounds pretty good too.
3.5 stars rounds up to 4 since i liked many key parts of the map. It needs work but i still really liked it.
* * * *
And you're absolutely right on the second count as well. = >
This is just amazingly huge and has many very pretty, uber detailed, DISTINCT areas. Amazingly improved over the original, and i loved that one too. It's hard to imagine all this fits in one bsp, seriously... I didn't walk through the whole thing because it's, well... huge, but i noclipped through a great deal of the map...
+Grand scope of the map--did i mention it's very big? = )
+An intricacy of detail you rarely ever see in goldsouce maps
+very distinct, very pretty areas and vistas to the lava and outlying labs
+imaginative layout and design
+great general mapping
+cool idea/setting for a map
+I like the source style monitors and the hammer screel LOL
-almost too complex for my tastes
-probably too big for my tastes
-the stock window textures on those beautiful outlying buildings are horrible and really detract from the nice buildings
-can't think of any without going through more thorougly
Superb work on an epic scale, which is normal for your grand projects... Bravo! = )
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srry: 4 stars is beneath insult for a map like this. even if you didn't like the map, the shear amount of work and time--not to mention the compile time must have been enormous--warrant a 5-star rating, nothing less. shame.
Penguin i'll translate, it says: "Sasha Determine Multimeter:" = )
+great lighting
+Beer/pizza hev/health chargers
+empties lawl
+clean, skillfull architecture
+decent placement of original textures
+astonishingly low wpoly
-unimaginative doorways
-textures are repetative and light fixture texts are stretched
-no real fine detailing besides the chargers and empties
-almost completely generic--albeit consistent--theme
-sounds?
I like the feel and atmosphere of the map, and even the original textures i won't gripe about because they kinda fit in a bland way. most structures are superbly brushed except maybe the some of the ramps or straight stairways could be different, better or maybe just textured differently. One of my fav things of the map was the lighting which the contrast was great and not too dark imo.
A theme is really nonexistent or that is the theme itself. this building is totally generic and besides the name "beerfort" i have not a clue what purpose this sort of building might serve (not that it has too by any means, i just think it would be better if you could recognize it as a maintenance bay, or missle storage or some damn thing = ) ). The only other letdown was there isn't any small detailing to speak of, but i guess that fits the genny theme. plus the upside is a very playable r_speeds. = )
it doesn't seem finished to me since i know you can texture much better than this, but for five hours this is absolutely amazing and my rating reflects that. (i couldn't even do a quarter of this in 5 hours) Good work, as per usual for you = )
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+terrain texturing
+general construction
+detailing
+decal use
-stuck points
-walkthrough tapestry/rugs weird
-scale a little large inside house imo (windows height, furnit)
-invisible border--is it just the grade or you have clips?
-sounds? (i was playing music so i might have missed subtle ones)
One thing i found really cool is there were no visual errors which usually come with this type of construction. One way to combat the stuck points might be to make the problem areas func_illusionaries and then put some simple, invisible stuff underneath... illusionaries also give you better clipnode economy ; )
i couldn't find the easter egg and the only destructible item i could find was the poster covering the "Orchid Eater" book. = )
i'll go 5 for shear beauty, errorless appearance, and scope of the terrain (even if you couldn't walk on that much).
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k. Architecture is pretty bleh except for the keyslots and door forcefields are done believably. Scale is off a bit for the first room--ceiling too too low--, boringly textured, and the door barriers are just kinda weird unless they are meant to look like oot--which i never played.
I couldn't make it to the third door or the door after the room floods and didn't know what to do--the sequence and triggers were flawless btw. I'm not the greatest at puzzles so could totally be me.
since it seems to be a wip i won't rate right now, but if i had too it'd be a 3 i guess.
sorry if overly harsh... = )
V =============== V
this looks quite impressive and i've only been through the first level. What i've noticed so far:
+great detailing and nice architecture in general
+great use of small seperate ambients, bravo!
+Fun gameplay not too hard not too easy
+multi-faceted or staged puzzle, not just one button to find or one thing to do, but a sequence you must travail
+nice lighting
+good use of effects such as sprites, beams, etc.
i loved that the first level you have to push the pushables to float upon... it reminded me of portal in a way. also loved the geometry of the crystal globe and the design of the cliffs... All very Nice.
I'm going 5 for only playing the first level, considering the amount of work that went into it, and you have half a dozen more, it's only fitting this gets a 5-star rating imo. I'll comment on the rest wehn i've had time to play it! = )
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My bad fail... = (