Commented 18 years ago2006-08-10 22:04:14 UTC
in vault item: My First Map - IckyLabComment #12810
-wadinclude your custom textures -provide the proper directory stucture for your content in a folder called VALVE. This way, somebody playing your map needs only copy/paste one folder to get your map up and running.
I'll try to play later to give more detailed comments, but keep up the work!...you seem to be doing fine on your own
Commented 18 years ago2006-08-10 21:47:46 UTC
in vault item: Scoutzknivez27Comment #12808
I was all ready to start flaming for another SKZ map, but this one's actually pretty unique.
I like the wide-open nature of the map, though, there are quite a few "nooks and crannies" to hide in and around. It would be very interesting to see how this plays on a server.
-Texturing is adequete but bland -Lighting is very bland. -I realize it's a SKZ map, but more of a unique theme and props would make this map much better.
Commented 18 years ago2006-08-10 21:22:25 UTC
in vault item: de_dustructionComment #12805
Another Dust clone that is not even really well done imo.
If you're going to join the 1000's of people who've redone this map, seriously, bring something new to the table. The only thing mildly amusing about the whole thing is the name...
Commented 18 years ago2006-08-10 21:12:15 UTC
in vault item: aim_famas_xComment #12803
I agree with everyone that there really isn't much to say about this map.
The only think I found interesting was how you made some of the walls climbable, but other than that, it's pretty plain/boring.
Pick out a theme, and then roll with it detailing as much as possible, while still offering good performance. I'd say do a "jungle gym" theme, but it's been done many, many times.
A WW1 battlefield, a construction yard, and a farm are all nice themes I've seen for FY maps. You get the idea I hope--A theme...any sort of theme!!!
Commented 18 years ago2006-08-10 21:01:56 UTC
in vault item: de_labyrinthComment #12801
Neat. A brain teaser combined with a cs map!
+Neat maze desing, tho increase the "max viewable distance" under map properties so we can see the whole thing when noclipping.
Might be better with:
--Wider spaces between the hedges, and add detail like benches maybe inside the maze like from the movie "the shining" --some sort of detail at the spawns --maybe make it smaller, though I'm sure after playing a couple times you'd learn the maze rather quickly. --Maybe some more detail in the center around the bombsite, a little courtyard of sorts?
Commented 18 years ago2006-08-10 20:41:44 UTC
in vault item: Horror MapComment #12798
You pulled off the scary/horror theme nicely with this dm!
+superb props/detail--The autopsy table was my fav--, though there is room for improvement. For example, the old-style switch at the beginning is excellent, but would look Way better if textured differently, or maybe scale the existing textures down to make the lightmaps sharper.
The rocking chair was a neat "ghostly" item, but maybe some more stuff like that. Some player models--skin?--rendered transparent, or to Glow, or to hologram would have been a great addition to that room.
+Great Lighting +Superb texturing +Great Ambients! +Great use of models--the hook guy, the fridge...sweet. -- Layout: Layout is cramped and not very intuitive imo.
All in all the theme is nearly flawless imo, but you could still make this map even better with a neater layout, and some more doodads like the rocking chair and/or some ghosts
Commented 18 years ago2006-07-31 19:17:46 UTC
in vault item: The Great LeapComment #12702
I have to take back some of my comments--maybe-- 'cause your iris doors look just like the ones in "Interloper" towards the end of HL1--I never played the game through all the way!
Commented 18 years ago2006-07-21 16:54:00 UTC
in vault item: The Great LeapComment #12615
It's an example map, who gives a fuck about the architecture...
Superb door that is perfect in every way imo, and one of the more amazing/inventive things I've seen for HL, period. Possibly improve it a little by experimenting with different textures/sounds, but it's excellent the way it is.
The Zero-G float was really neat, but too bad there wasn't a way to push yourself up or down--your sorta stuck on the xy plane. However, if you put the player in a small passage way or corridor, it would prolly simulate Zero-G almost perfectly.
Commented 18 years ago2006-07-21 16:39:02 UTC
in vault item: Srry's Minicompo #2 EntryComment #12614
I think that guy may be jimmi. He's been low-rating other people's maps too for no apparent reason.
Excellent stuff srry! You should make a nice little DM out of this!
I loved the bridge, the sleeping quarters, and the engine room the best. Pretty much superb detail throughout, and nice use of the original textures. Above all, very nice detailing brushwork accents the entire map as well.
This ship reminds me of the Nostromo from Alien, The Supernova spaceship, and some NS maps too. Very, Very well done!
Commented 18 years ago2006-07-19 23:06:23 UTC
in vault item: Aquarium v1.0Comment #12592
I think this should be in unfinished.
+The "airlock" is a neat idea. -The map is blocky and boring
It's a neat idea, to make a half-life aqurarium, but maybe try google images to spice up the architectue a bit, and you could use nice effects like bubbling sprites, sounds, and monsters of course to liven it up.
This should probalby also be an indoor map, but you could make an outdoor portion like Marine Land, lol.
All in all, an interesting idea, that needs more work--well maybe a lot more
Commented 18 years ago2006-07-19 22:54:15 UTC
in vault item: 5 Worse Ways To DieComment #12591
+Minimod format(with no config.cfg :)) +I don't get the screenie, but yay for anything besides gordon +Animated texture video FTW! +the light-ray thingies were an excellent idea! +was there something I could have did to make it easier to read the backwards letters, other than noclipping, and getting close? +Nice thought into the puzzles in general. +blinky gametext--how?!--and music at the end pwn
minor nipicks: -no two-sided volumetric light at the beginning( but it was still nice) -The animated texture would look better, if you forced the player to stay back a ways until it was complete, and then render it invisible. -add autosaves for each room
(got the download to work by right-clicking, and selecting the "save link as" thingie... otherwise it wouldn't work for me.)
Like n00b #2's entry, I spent a LONG time running throught the map, eating up all the delicious fine-detailing, and occasionally noclipping to get a closer look at some of it--just barely visible from the ground. Your city looks great!
+Superb brushwork +Superb textuing +Great lighting and shadows +Sounds--(me and n00b had none!) -traffic lights were repetative, and could have been better textured
Commented 18 years ago2006-07-15 00:27:05 UTC
in vault item: BrushopolisComment #12532
Superb attention to detail!
+great lighting +great brushwork +great use of models -those sprites were a bit of a distraction, maybe scaling them smaller, or rendering them les opaque would be better -no sounds--lol, me neither
Commented 18 years ago2006-07-10 23:51:35 UTC
in vault item: goneComment #12512
+Nice sounds +Nice Architecture +Mostly nice lighting(upstairs is kinda bleh imo) +secret area -layout -boring textures (up top)
I thought the coolest part of the map was the secret underground area, though I must admit I couldn't figure out how to get there, besides by noclipping. Do you have to super jump to that button, or shoot it or something?
I loved the lighting, cool sounds, and neat vistas in the undergound.
The upper part of the map had some cool stuff to, but was basically kinda boring imo. the layout was neat in it's originality, but sorta confusing with the buttons, dead end(s), and the doors I could not figure out how to open.
Probably If I played this on a server, a lot of the strange things would seem more clear to me.
As a whole, I like your last couple of maps better than this one
Commented 18 years ago2006-07-10 22:50:40 UTC
in vault item: cs_skyscraperComment #12509
Excellent job for a first map!
Though the end product was far from perfect, I loved your attempts to detail the map with little props and detail items like the wood planks blocking the doorway, and the details upstairs.
Does the Elevator auto-return the bottom? You might want to add another elevator, and a couple more alternate routes to the rooftop, as the layout lends itself to the counter-terrorists getting slaughtered in the elevator every time!
A good idea using textilights--or however you did it--to accentuate the porcelain in the bathroom, but they're way to bright.
The best thing imo is the chopper on the roof, but you have to fix the origin brush so the blades spin properly--did you use an origin brush at all?
Lots of errors throughout, but lots of potentially nice stuff too!
Good job, and keep at it!
This comment was made on an article that has been deleted.
Commented 18 years ago2006-07-06 17:45:43 UTC
in vault item: Cargo MoverComment #12483
looks nice, and I will play soon, but you should list what entites this bitch uses in the description--like, this example uses func_whatevers, and env_blehs to do blah blah.
This way when people do a keyword search, they will pull up your example if they are searching for func_whatevers.
Commented 18 years ago2006-07-06 16:59:21 UTC
in vault item: func_illusionaryComment #12482
Captain P gave me the first introduced me to the idea of double-sided, volumetric light.
Each side of the "fade" is it's own brush. Null all the faces where each brush meets, so you can't see them when it's transparent, ans WALLOP; your're done
I like the detail items like the lamps, the tiles and some other stuff. The chair models are scaled a little too big.
Nice triggerable ambients--bird sound by the door. Were there more?
The env_sound was a little wearing on the ears, and some volumetric light would have looked really nice in the "skylight" room.
Not your best work, but still a pretty decent dm, and it looks like the layout/weapon placement would be good.
BTW, are you Saribous' alter ego?
Nice map!
/nitpick
PM WorldCraft Dude...I know he's used it and it looked better, so maybe there are some options you can toggle to make it look better.
You can also use func_conveyors with a transparent fog texture--Like you can doo with rain I think, but I'm not aware of any current examples.
Another method uses lots of sprites.
The search function only checks the title and the map description for key words--notices if you search for "env_fog" you get nothing.
Just a thought.
-provide the proper directory stucture for your content in a folder called VALVE. This way, somebody playing your map needs only copy/paste one folder to get your map up and running.
I'll try to play later to give more detailed comments, but keep up the work!...you seem to be doing fine on your own
+fun gameplay
+Nice detail--ammo boxes ftw!!
+generally nice mapping all around
-ending unclear.
I like the wide-open nature of the map, though, there are quite a few "nooks and crannies" to hide in and around. It would be very interesting to see how this plays on a server.
-Texturing is adequete but bland
-Lighting is very bland.
-I realize it's a SKZ map, but more of a unique theme and props would make this map much better.
Neat stuff for a ScoutzKnivez map:)
I'll try to play the rest later.
That is, if you want people to actually look at your maps
If you're going to join the 1000's of people who've redone this map, seriously, bring something new to the table. The only thing mildly amusing about the whole thing is the name...
Seriously, Dust remakes should be banned, period.
The only think I found interesting was how you made some of the walls climbable, but other than that, it's pretty plain/boring.
Pick out a theme, and then roll with it detailing as much as possible, while still offering good performance. I'd say do a "jungle gym" theme, but it's been done many, many times.
A WW1 battlefield, a construction yard, and a farm are all nice themes I've seen for FY maps. You get the idea I hope--A theme...any sort of theme!!!
--maybe some props like fountains and stuff in the center too
+Neat maze desing, tho increase the "max viewable distance" under map properties so we can see the whole thing when noclipping.
Might be better with:
--Wider spaces between the hedges, and add detail like benches maybe inside the maze like from the movie "the shining"
--some sort of detail at the spawns
--maybe make it smaller, though I'm sure after playing a couple times you'd learn the maze rather quickly.
--Maybe some more detail in the center around the bombsite, a little courtyard of sorts?
Neat idea!
Have you tried launching func_pushables with that thing?...might be cool
That way, people can find your map when seaching for an example that uses them.
+superb props/detail--The autopsy table was my fav--, though there is room for improvement. For example, the old-style switch at the beginning is excellent, but would look Way better if textured differently, or maybe scale the existing textures down to make the lightmaps sharper.
The rocking chair was a neat "ghostly" item, but maybe some more stuff like that. Some player models--skin?--rendered transparent, or to Glow, or to hologram would have been a great addition to that room.
+Great Lighting
+Superb texturing
+Great Ambients!
+Great use of models--the hook guy, the fridge...sweet.
-- Layout: Layout is cramped and not very intuitive imo.
All in all the theme is nearly flawless imo, but you could still make this map even better with a neater layout, and some more doodads like the rocking chair and/or some ghosts
Great work!
Because there was a guy asking 'bout 1-way glass in a recent thread, I decided to post it out of my archive of tutorials/example maps.
Check out c4a1a...it's Xen so you'll love it ^_^
Did those Are your doors like those afayk?
TY for the comments
Very beautiful srry, great entry!
The little room is nice too, those pillars are simple, yet elegant
Superb door that is perfect in every way imo, and one of the more amazing/inventive things I've seen for HL, period. Possibly improve it a little by experimenting with different textures/sounds, but it's excellent the way it is.
The Zero-G float was really neat, but too bad there wasn't a way to push yourself up or down--your sorta stuck on the xy plane. However, if you put the player in a small passage way or corridor, it would prolly simulate Zero-G almost perfectly.
Very nice example
Excellent stuff srry! You should make a nice little DM out of this!
I loved the bridge, the sleeping quarters, and the engine room the best. Pretty much superb detail throughout, and nice use of the original textures. Above all, very nice detailing brushwork accents the entire map as well.
This ship reminds me of the Nostromo from Alien, The Supernova spaceship, and some NS maps too. Very, Very well done!
-no sounds
-could have been a bit bigger imo, but this would be the perfect size for FY.
Downloading... will play/rate soon.
+The "airlock" is a neat idea.
-The map is blocky and boring
It's a neat idea, to make a half-life aqurarium, but maybe try google images to spice up the architectue a bit, and you could use nice effects like bubbling sprites, sounds, and monsters of course to liven it up.
This should probalby also be an indoor map, but you could make an outdoor portion like Marine Land, lol.
All in all, an interesting idea, that needs more work--well maybe a lot more
+I don't get the screenie, but yay for anything besides gordon
+Animated texture video FTW!
+the light-ray thingies were an excellent idea!
+was there something I could have did to make it easier to read the backwards letters, other than noclipping, and getting close?
+Nice thought into the puzzles in general.
+blinky gametext--how?!--and music at the end pwn
minor nipicks:
-no two-sided volumetric light at the beginning( but it was still nice)
-The animated texture would look better, if you forced the player to stay back a ways until it was complete, and then render it invisible.
-add autosaves for each room
Like n00b #2's entry, I spent a LONG time running throught the map, eating up all the delicious fine-detailing, and occasionally noclipping to get a closer look at some of it--just barely visible from the ground. Your city looks great!
+Superb brushwork
+Superb textuing
+Great lighting and shadows
+Sounds--(me and n00b had none!)
-traffic lights were repetative, and could have been better textured
Very clean work, Great Job!
+great lighting
+great brushwork
+great use of models
-those sprites were a bit of a distraction, maybe scaling them smaller, or rendering them les opaque would be better
-no sounds--lol, me neither
Very good Entry!
http://www.snarkpit.net/maps.php?download=65&type=primary
sound/ambience/
Some people include most of the path if they have custom wads, to make it a little faste or the downloader:
valve/half-life/sound/ambience/ <sound files here>
valve/ <wad files here>
...
So then you just copy the valve folder "over" you own, and presto! ready to frag
In it's current state if I was rating it, it would only get 3, but with a little more work, this map could be a 4.
+Nice Architecture
+Mostly nice lighting(upstairs is kinda bleh imo)
+secret area
-layout
-boring textures (up top)
I thought the coolest part of the map was the secret underground area, though I must admit I couldn't figure out how to get there, besides by noclipping. Do you have to super jump to that button, or shoot it or something?
I loved the lighting, cool sounds, and neat vistas in the undergound.
The upper part of the map had some cool stuff to, but was basically kinda boring imo. the layout was neat in it's originality, but sorta confusing with the buttons, dead end(s), and the doors I could not figure out how to open.
Probably If I played this on a server, a lot of the strange things would seem more clear to me.
As a whole, I like your last couple of maps better than this one
Lighting is much improved...KUDOS!
I like this version much better, in fact, I didn't even recognize it from the last one until you mentioned the lighting thingie.
+Nice Architecture
+Various types of bunkers with the small slits
-ambients?
+Very neat layout
Again, this map looks like it would be lots of fun to play
I watched it for like 6 minutes and it was still going... does it loop forever?!
+great brushwork
+superb train sequences
+superb sounds
The only minus I can think of is that the pinching things that grab the cargo boxes don't actually "pinch". Other than that, excellent work!
(This must have taken ages!)
Though the end product was far from perfect, I loved your attempts to detail the map with little props and detail items like the wood planks blocking the doorway, and the details upstairs.
Does the Elevator auto-return the bottom? You might want to add another elevator, and a couple more alternate routes to the rooftop, as the layout lends itself to the counter-terrorists getting slaughtered in the elevator every time!
A good idea using textilights--or however you did it--to accentuate the porcelain in the bathroom, but they're way to bright.
The best thing imo is the chopper on the roof, but you have to fix the origin brush so the blades spin properly--did you use an origin brush at all?
Lots of errors throughout, but lots of potentially nice stuff too!
Good job, and keep at it!
This way when people do a keyword search, they will pull up your example if they are searching for func_whatevers.
Each side of the "fade" is it's own brush. Null all the faces where each brush meets, so you can't see them when it's transparent, ans WALLOP; your're done