Commented 6 years ago2017-12-05 04:23:15 UTC
in vault item: de_escher19Comment #21093
This seems like a well-crafted map in a lot of respects, but there's the odd flaw that makes me think twice about flaunting this map. Firstly and foremostly, that bird ambience, although nice that it is there, is bound to drive people up the wall after a short while. Secondly, some visible trigger textures and broken scripting (that rat) show the seams. Otherwise, it seems pretty well textured, lit and designed.
Commented 6 years ago2017-12-05 04:21:00 UTC
in vault item: ook_donut21Comment #21092
This is a weird map. I'm not sure I care for the layout or the themes or some of the quirks of playing it, but it's well made enough for me to overlook some of the negatives. I'm sure for those that like this kind of crazy map, this'll tickle that itch. Or something.
Commented 6 years ago2017-12-05 04:19:22 UTC
in vault item: Operation OverlordComment #21091
I don't know how advanced these maps are for TFC as I've never mapped for it, but these maps sure are impressive. Each has their own setting, and they are all pretty impressive. Those custom-made grappling hooks, the boats on the beach landing, the ruined town... It's clear you put a lot of care into making these maps. I can't vouch for how well they play, but they sure are nice to look at.
With the water looking horrendous if you're in it, and the only way back in being a ladder that doesn't work, this map has some issues. There's also the doors that open into you. Or, more accurately, open into you, fail to open because you're blocking them, then close and refuse to reopen for a good long time. Don't get me wrong, the concept of this map is great, and I love a good nautical theme. This one just doesn't cut it, though.
Commented 6 years ago2017-12-05 04:13:31 UTC
in vault item: de_vineComment #21089
Seems like a solid map to me. Well textured, well laid out. Lighting tends on the drab side, but perfectly functional. I can't shake the feeling that the nice textures make this map seem a lot smoother than it is, but I guess I'm not about to try and prove that either. Let's just agree that the map is quality, eh?
This comment was made on an article that has been deleted.
Commented 6 years ago2017-12-05 04:09:19 UTC
in vault item: KillsawComment #21087
This map has more problems than just lag, lemme tell you. Horrendous geometry, fullbrightness, just plain bizarre design choices... There's things wrong with this map that I can't even comprehend how you managed them. I'd give more constructive criticism, but I'm sure it's been a long, long time since you cared about this.
Commented 6 years ago2017-12-05 04:06:31 UTC
in vault item: Janetcore CTFComment #21086
This map is quite small, and those ramps are an odd way to get between levels. If they'd been ladders or even just been a little longer, they would not be so janky to move up and down on. I suppose the map is good for what it is, but it's a little too simple for my tastes.
Commented 6 years ago2017-12-05 03:57:56 UTC
in vault item: ricodm03_deadcentreComment #21084
Congratulations on being the first map in the Vault that has a missing wad error! Fortunately, you haven't appeared to have actually used the missing wads, so you can copy/paste/rename any old wads to satisfy the error. It's an okay map, with the odd details spicing up the layout a little. The corridors are all a little same-y and claustrophobic, and there's just not enough variation within the map to keep it interesting.
Commented 6 years ago2017-12-04 03:50:54 UTC
in vault item: Warehouse 052KGComment #21081
I can appreciate the attention to context in this map. It might be an implausibly large, concrete warehouse, but at least you've given some thought to how the crates got in (the massive door), and how they were moved about (the crane mechanism). Unfortunately, given the nature of the map, you've relied a little too heavily on the one texture of shipping crate. Obviously, the warehouse that it is will be filled with crates - the setting pretty much chains you to that idea - but even some variation in colour would help vary it up a bit and make it easier on the eyes. The layout is not too bad, considering; it could use some more ways to get up towards the top of the map, though. All in all, not a bad effort.
Commented 6 years ago2017-12-04 03:46:26 UTC
in vault item: UndergroundComment #21080
Not a bad map. I guess my biggest complaint is that the central subway area doesn't stand out much. As the area the map is built around, it could use some... pizzaz. Maybe tinker with the lighting.
Some areas in this map aren't too bad, but its all connected together with a whole heap of nigh-identical hallways and very little direction, making it real hard to get your bearings. The elevator was a nice touch.
Commented 6 years ago2017-12-04 00:17:52 UTC
in vault item: RoomsComment #21078
This sure is a mixed bag when it comes to quality. As far as the visuals go, every other area looks pretty damn good! The others, less so. The grunt area is well lit, and in general, is quite nice to look at. The well-crafted secret goes a long way, too! But then you hit those terrible area transitions (if you put a door there, why not use it instead of those teleports?), and the next area, if not too bad from a gameplay perspective, is an eyesore. Then you get to that white hellscape which is more a chore than anything else. The lava area is well made, even if the bridge breaking is predictable as hell. And that ending sticks with you, even if it doesn't make any sense. All in all, not too bad. Certainly has room for improvement
Commented 6 years ago2017-12-04 00:10:26 UTC
in vault item: de_prioryComment #21077
Not gonna lie, this map has a pretty good air to it. Between the ambience and the visuals, I think you've nailed the feel you were going for. I can't attest to the gameplay, but it sure looks nice!
Commented 6 years ago2017-12-04 00:08:34 UTC
in vault item: The Only Way Is Up!Comment #21076
There's some neat things you've made in this, like those power lines (both kinds). In general, this is a very nice looking map! Only shame is that its only a piece of a map. I wonder if you ever finished this...?
Commented 6 years ago2017-12-03 23:56:07 UTC
in vault item: Canyon BarricadeComment #21075
A nice improvement over your last map. The layout makes more sense and is easier to read. Looks better, too! The nighttime setting makes though lights and the details they highlight stand out nicely.
Commented 6 years ago2017-12-03 23:53:39 UTC
in vault item: RadianceComment #21074
I appreciate the fact that you can break the glass and fall into the goo, but maybe consider having that do damage and put some items down there, rather than assaulting everyone's eardrums and sensibilities with all those snarks. At least this thing LOOKS nice.
Commented 6 years ago2017-12-03 23:51:30 UTC
in vault item: Federal OffenseComment #21073
I can see why this one was our successful sub-30-minute map. It's TINY. I don't know if it counts when you make a smaller map to get under the time =P If nothing else, at least your detailing was pretty good. Maybe you should spend more than 30 minutes.
Commented 6 years ago2017-12-03 23:48:17 UTC
in vault item: HelibattleComment #21072
Small, but at least the big helipad in the middle gives a nice sense of cover that some of your other maps lack. I don't know why that egon gun is up there, but I appreciate that it is.
Commented 6 years ago2017-12-03 23:44:32 UTC
in vault item: Major DipComment #21070
A simple little map. Layout is blocky, but texturing and lighting is entirely passable for what you were doing. I can't really say if this would be fun for two players though, given that it's all in one area.
Commented 6 years ago2017-12-03 23:41:53 UTC
in vault item: Freak AS1Comment #21069
Those collossal, completely silent doors are hilarious, but it's obvious that's not what you were going for. There's some odd design choices in here, like the vent that you can crawl into but fall to your death in. The CT spawn area in particlar is poorly detailed and strangly laid out. As a complete package though, I could see this map working quite well for its gamemode.
With the huge blocky walls and some strange design choices, I can’t praise the geometry much, though you’ve used textures fairly well in spite of that. Shame the mod it is for is so obscure.
Commented 6 years ago2017-12-03 23:28:58 UTC
in vault item: Dust Race 2003Comment #21065
I don't know if this is a known concept, so I can't give points for originality, but a nicely different kind of map all the same. Layout, geometry and texturing are all not too bad. Seems fine to me!
Commented 6 years ago2017-12-03 00:16:12 UTC
in vault item: SewersComment #21060
The same textures used throughout the whole map makes navigation difficult if you aren't familiar with the map. Not especially pleasant on the eyes either. You don't get off easy by being the first map on TWHL still available!
Commented 6 years ago2017-11-30 04:24:56 UTC
in journal: #8891Comment #53021
Well, the timing is part of what I'm taking input on. I doubt I can please everyone, but I can do pretty much anywhere from 1pm-11pm Saturday AEST, so I'd like to catch as broadly appreciable a time as possible. I guess it comes down to who would watch, and when!
@99: Every Half-Life map, including BS, OP4 and HL2. Won't be touching CS, TFC, more obscure mods, etc. You know, I probably should chronicle everything that I can. I wasn't going to hit up the non-HL stuff, but if, say, someone were to gift me the games I don't have on Steam (listed below), I could cover the lot. (There are, that pass the filter: 2 DMC maps, 11 DoD/DoD:S maps and 26 TFC maps. Not counting any that aren't tagged correctly, of course.)
Commented 7 years ago2017-09-07 20:34:24 UTC
in journal: #8860Comment #53009
Jagged Alliance 2 is able to do it to some degree (particularly in the more recent patches (people keep that thing very much alive)), but the visual customization options aren't very strong. It's options lie more in the stats and competencies area. Also (at least as of the last patch I played), you can only have so many created characters because there's a limited number of voice sets and each created character needs a different one.
Commented 7 years ago2017-08-09 23:40:38 UTC
in journal: #8851Comment #62951
Condolences.
My mat. grandmother died before I was born due to good ol' lung cancer from smoking, so no memories there. (Though ironically probably the most indirect effect on me, since that certainly helped colour the household against smoking.) My pat. grandfather died early enough that I only have the vaguest memories of him. My pat. grandmother was probably the most relevant death in the family to me, but again, bloody ages ago, so few memories. Only grandparent still around is my mat. grandfather, who was borderline (if not actually) abusive to my mother, so I can't say I've had any real desire to stay in touch.
Point being, I've never had anyone I've been particularly close to die (and very few that I wasn't), so I'll be brutally unprepared for it when it happens to someone I actually care about. Looking forward to that!
As for other relatives, I can't say I keep much in touch with anyone who isn't in the immediate family (I.E. parents and siblings). I don't know any of them that well, and blood doesn't strike me as a particularly good reason to do so.
Commented 7 years ago2017-08-04 12:56:53 UTC
in journal: #8848Comment #42433
Y'know, I don't know if I ever got the details of this game. I know what it's called, and what it looks like, but I don't really know much more about it. Give us the run down, Rimmer!
Commented 7 years ago2017-07-15 22:36:03 UTC
in news: Compo 34 ResultsComment #100293
A lot of valid criticisms on mine. I wasn't ready to start chopping up the layout to fix them, though. It's real hard to give people a good reason to go into the water, it turns out. And the large open spaces were somewhat unavoidable given the setting.
It's an okay map, with the odd details spicing up the layout a little. The corridors are all a little same-y and claustrophobic, and there's just not enough variation within the map to keep it interesting.
The layout is not too bad, considering; it could use some more ways to get up towards the top of the map, though. All in all, not a bad effort.
All in all, not too bad. Certainly has room for improvement
I guess it comes down to who would watch, and when!
@99: Every Half-Life map, including BS, OP4 and HL2. Won't be touching CS, TFC, more obscure mods, etc.
You know, I probably should chronicle everything that I can. I wasn't going to hit up the non-HL stuff, but if, say, someone were to gift me the games I don't have on Steam (listed below), I could cover the lot.
(There are, that pass the filter: 2 DMC maps, 11 DoD/DoD:S maps and 26 TFC maps. Not counting any that aren't tagged correctly, of course.)
You'd have to elaborate on how GTA V fits the bill. I'm not familiar with it, and if it's like the GTAs I have played, I don't know how it would.
My mat. grandmother died before I was born due to good ol' lung cancer from smoking, so no memories there. (Though ironically probably the most indirect effect on me, since that certainly helped colour the household against smoking.) My pat. grandfather died early enough that I only have the vaguest memories of him. My pat. grandmother was probably the most relevant death in the family to me, but again, bloody ages ago, so few memories. Only grandparent still around is my mat. grandfather, who was borderline (if not actually) abusive to my mother, so I can't say I've had any real desire to stay in touch.
Point being, I've never had anyone I've been particularly close to die (and very few that I wasn't), so I'll be brutally unprepared for it when it happens to someone I actually care about. Looking forward to that!
As for other relatives, I can't say I keep much in touch with anyone who isn't in the immediate family (I.E. parents and siblings). I don't know any of them that well, and blood doesn't strike me as a particularly good reason to do so.
Happy Birthday!
Also, IIRC, Archie gets Urby's soul.
Granted, that one in particular does look very Half-Life-y.