Commented 14 years ago2010-09-01 01:18:42 UTC
in vault item: Map a dreamComment #10252
Alright wow I checked it out. Its super late so I won't write tons. The part where the alien slave was walking towards you was by far the most dreamy and awesome. It felt as if my heart was actually pounding hard with the sound. And those ground punching effects gave the beast so much more power and strangeness. It was really cool. As was the bathroom parts. The only thing strange about the bathrooms were the scale and that the reflection was reversed but maybe it was intentional because it is a dream.
Your use of textures and brush work with faded textures really made some of the hallways feel more source than gold. The g man scenes were pretty interesting too. I think the second level was pretty interesting too but it shifted to more of a halflife battle game than a dreamy atmosphere as you achieved in the first level. The xen style islands and everything in the sky were really cool but I oh so badly wanted to go to them. I thought that once I turned all the valves the water level would rise and I could swim to them but when I had to go into the hole I was a little dissapointed at not visiting the sky land but your intention must have been to create interesting vertical relief and a neat distant place you couldn't reach. Which you did such a good job that I wanted to go to it and party above death crater.
At one point a turret was shooting a gargantua for like twenty minutes straight which was so rediculous I started laughing because they can't die besides by explosion. I loved the way you allowed the player to come back to the same areas more than once making the levels feel ever so changing and bigger as in real life. I didn't however think gameplay should have been such an important aspect as it derives the audience's attention away from the dream itself. Especially when bombarded by tons of aliens from every direction. I did the same thing in my video game remake entry and realized that its kind of annoying. But you helped it by allowing ways for the player to simply escape the alien rather than having to kill them all which was pretty nice. Oh yea, the fat rope that didn't work pissed me off because I had to keep walking my happy a** precariously around those cliff edges without falling into the icky slime, but i'm sure it was a simple glitch. It seemed that instead of making a thicker outer rope into a func_ladder you made it a func_wall. And it took me a good few minutes to find that the button in the control station temporarily opened the door but I think you left a sign that said control door or something so if I had been more observant I would have found it more easily. Which reminds me. The metal beam to connect the broken wire was super awesome! Definitely something newer to me than the simple move the box from the previous room to acces a small height. I just think this old trick is funny because in real life you would just jump and pull your self up though its a great classic that forces the player to take in the surroundings and interact with them a bit more.
So as for the dreaminess, the firt level was almost astonishing. I just wish the entire thing was like it. The same goes for the final level. It just could have been more dreamy. It seamed that the quality of the bus tunnel was less than that in hl1 made how many years ago. You have the talent to do so and could have made the tunnel longer with better textures. Distant blue lights. Blinking old lights with sparks trickling down and bouncing off the track into the darkness. Its understandable that this was simply an outro to make the maps make sense but an intro would have been nice too though probably kind of hard to do in this case.
To sum it up. The dreaminess in the first level is still making me happy. It was really cool and inspirational. The end was negatively affected by over gameplay but positively affected with complex curiosity aroused about what the alien slave actually was and what he had to do with gman. Overall it was pretty interesting and a joy to play. I love great competition and im glad its out there. While I did point out some flaws, it has to be understandable by the audience that these maps were created with a deadline in mind that had to be met. You could make the maps better unendlessly so for the time you had you did great. Good luck! Ok yea I did write a lot sorry lol...
Commented 14 years ago2010-07-31 15:04:42 UTC
in vault item: Aquatos: Aqua LabsComment #18311
Wow looked really great. I liked the area with the elevator and its surrounding rooms. The textures get the job done but im pretty sick of them I guess because of their bland colors. Quite a lot of detail fora beginner! I thought it looked kind of silly having a discected headcrab on a big box. You could have placed a lower table against a wall somewhere with it on it and maybe a lamp or something.
And the clip over the water is a little annoying but it does make it a more darring mission to get the egon. You could have placed an ichthyosaur in the water and when played in deathmatch just type "mp_allowmonsters 1" in console and reload the map.
One thing that you could consider incorporating in your map along with everyone is a little bit more vertical gameplay. In the big lobby area or even the elevator room it would be really cool to have a second level balcony or over walk.
Almost forgot to mention those double doors are a little annoying because you have to touch each to open. Just place a trigger multiple that triggers the door and give them each the same name. I've seen your method done before but in its case the doors were seperated by a median so it looked a little better but with them touching they should act together imo.
Anyways great work, a huge improvement over your earlier work. I would give it 4 stars if it had more vertical gameplay.
Commented 14 years ago2010-06-02 00:41:58 UTC
in vault item: SpaceBoxComment #18168
Very simplistic and calming atmosphere. Seems like it would be fun on the server. Stair ladder method seemed a little strange but gets you around faster. Really a neet little map for the server when attendance is low.
Commented 14 years ago2010-05-19 00:22:30 UTC
in journal: #6569Comment #47847
poor poor cat :(. Lol just kidding, what a humane thing you did! I like when cats come around my yard but they don't stink it up. It would probably have been even more humane to just bring it to some woods and let it go because if no one got it it would probably get lethal injection. Well than the owner would have no chance of locatig it...
Commented 14 years ago2010-04-29 18:32:24 UTC
in vault item: Spring Break Map-PackComment #18146
I liked what you did with the biodome map but the hallways around it are a little dark imo. Infact there pitch black dark. Was there really only one weapon on the sewer map? What fun would that be? It looked alright but the water needed to be a little clear or something because it looked more like gravy than water. The lab map was pretty cool just pretty repetetive and the ware house map was pretty cool too. Reminded me of my stockhouse map. In maps so small they can handle much more detail but for a burst of a few maps it was pretty cool. Def. glad I checked it out.
It wasn't ridiculously obscure. I found out how immediately. I assumed what I would do in a real life situation as well and it worked. Really nice job and very fun. Reminds me of when I first played half life. I really like these kinds of puzzles, they add so much to a level. And wow does it look better than how it did at first or what! You did an amazing job using the hl textures but man am I sick of them, you should try using more if not possible all custom textures.
Cool, I still have mine too. Wow yours was much more detailed looking than the screen shots portrayed. It didn't include the textures thow. I really liked the hologram and the entire inside of the ship and chair is awesome. Glad to see at least something came out of the compo. Mine's in the vault too now.
Oh wow this could be extremely useful. I'll take a look if I ever need it. I just assume you use change_targets to make the mm target something else to turn it off and other change_targets that change the mm back to target it on.
Commented 14 years ago2010-03-21 23:36:03 UTC
in vault item: TargetPracticeComment #18013
Awesome and really enjoyable. I've always made target practices with scientists but this was much more efficient and creative. Only thing I think is strange is that after the player wins one and walks away the win sign dissapears as if to be played again but the pistol is gone and the player can't get it again to play again. Also I don't think its the prettiest map iv'e ever played. And there still could be some ambience even though it is just for practice.
Commented 14 years ago2010-03-19 01:53:58 UTC
in vault item: BiodomeComment #17974
Alright for your first completed map. Really not bad at all. Just totally lacking in ambience. The lighting was all the same in the entire map. And there were no sounds at all.
It would be really cool if you made the doors open and lead to a hall way that circled the entire map connecting all four doors. And if you made some of the areas in the water deeper and swimmable.
The map is very playable but really didn't use what gold source can handle. In such a small map the columns don't need to have only three faces. They could have eight.
Really a lot lot more could go into this map but for a simple big map it is pretty good. Also you MUST add a long_jump for it to be enjoyable dm!
Also I really think all of the textures used are extremely terrible and agitating to look at. Try using some custom textures or ones with more detail for such big surfaces.
Commented 14 years ago2010-03-14 02:38:56 UTC
in vault item: Undecided - ArthalfComment #17976
I already see a possible problem. Those couches should all be one func_wall or just not touching the groung and if they are they split it many many times. Same goes for the stairs and the wall.
Commented 14 years ago2010-03-08 23:33:43 UTC
in wiki page: Tutorial: TankrocketsComment #100494
You can also add gun shot sounds and ejecting shells to your turret very simply. Just place an ambient_generic by the turret with a gun shot sound and give it a name. Check the not toggled flag. Give it a name and set the turret's target to the sound's name. To make shells eject from your turret place a env_shooter next to it. For model name put models/shell.mdl. On the compass select which direction you want them to shoot and give the env_shooter the same name as the sound.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 14 years ago2010-03-01 04:11:45 UTC
in vault item: Hotdog's CubicleComment #17851
Dude for real, erase all the trees. Highlight the entire map and scale it way up. Put some tree models in it. Change the walls to a sky and create a distant island or something and make spawn points. It would make an awesome deathmatch map for the server. It was really cool and well built! I fealt like king kong.
It was pretty cool but just seems like it would be too small. Lets play test it in the server if its hosted yet. Those one way windows are cool they remind me of section_23. Edit: Cp maps have to be repetitive to be fair. Well I guess not, day of defeat maps aren't the same on both sides...
Commented 14 years ago2010-02-19 23:45:35 UTC
in vault item: CP CastleComment #17894
It was pretty cool looking. I like the cannons but they take like a year to re ignite, neat idea btw. We'll have to test it out in the server it looks like it will be a blast. Get it? Cannon blast. Now I want to make a cp map as soon as i'm done with my stalkyard map.
Commented 14 years ago2010-02-11 01:48:34 UTC
in journal: #6387Comment #59428
My dad always said a job well done is a job completed. Just finish a map and its own completedness will account for quite a bit of its greatness alone. Also, just take your time on it with detail and planning. I should probably take my own advice and finish snowhenge...
Commented 14 years ago2010-02-02 14:42:37 UTC
in vault item: Rooms Half-lifeComment #17935
Forgot to mention how cool I thought the entry to my room was. It was frggin awesome! With the cool elevator and than the sweet gutter area. I was so happy to see that it lead to my room!
Your use of textures and brush work with faded textures really made some of the hallways feel more source than gold. The g man scenes were pretty interesting too. I think the second level was pretty interesting too but it shifted to more of a halflife battle game than a dreamy atmosphere as you achieved in the first level. The xen style islands and everything in the sky were really cool but I oh so badly wanted to go to them. I thought that once I turned all the valves the water level would rise and I could swim to them but when I had to go into the hole I was a little dissapointed at not visiting the sky land but your intention must have been to create interesting vertical relief and a neat distant place you couldn't reach. Which you did such a good job that I wanted to go to it and party above death crater.
At one point a turret was shooting a gargantua for like twenty minutes straight which was so rediculous I started laughing because they can't die besides by explosion. I loved the way you allowed the player to come back to the same areas more than once making the levels feel ever so changing and bigger as in real life. I didn't however think gameplay should have been such an important aspect as it derives the audience's attention away from the dream itself. Especially when bombarded by tons of aliens from every direction. I did the same thing in my video game remake entry and realized that its kind of annoying. But you helped it by allowing ways for the player to simply escape the alien rather than having to kill them all which was pretty nice. Oh yea, the fat rope that didn't work pissed me off because I had to keep walking my happy a** precariously around those cliff edges without falling into the icky slime, but i'm sure it was a simple glitch. It seemed that instead of making a thicker outer rope into a func_ladder you made it a func_wall. And it took me a good few minutes to find that the button in the control station temporarily opened the door but I think you left a sign that said control door or something so if I had been more observant I would have found it more easily. Which reminds me. The metal beam to connect the broken wire was super awesome! Definitely something newer to me than the simple move the box from the previous room to acces a small height. I just think this old trick is funny because in real life you would just jump and pull your self up though its a great classic that forces the player to take in the surroundings and interact with them a bit more.
So as for the dreaminess, the firt level was almost astonishing. I just wish the entire thing was like it. The same goes for the final level. It just could have been more dreamy. It seamed that the quality of the bus tunnel was less than that in hl1 made how many years ago. You have the talent to do so and could have made the tunnel longer with better textures. Distant blue lights. Blinking old lights with sparks trickling down and bouncing off the track into the darkness. Its understandable that this was simply an outro to make the maps make sense but an intro would have been nice too though probably kind of hard to do in this case.
To sum it up. The dreaminess in the first level is still making me happy. It was really cool and inspirational. The end was negatively affected by over gameplay but positively affected with complex curiosity aroused about what the alien slave actually was and what he had to do with gman. Overall it was pretty interesting and a joy to play. I love great competition and im glad its out there. While I did point out some flaws, it has to be understandable by the audience that these maps were created with a deadline in mind that had to be met. You could make the maps better unendlessly so for the time you had you did great. Good luck! Ok yea I did write a lot sorry lol...
And the clip over the water is a little annoying but it does make it a more darring mission to get the egon. You could have placed an ichthyosaur in the water and when played in deathmatch just type "mp_allowmonsters 1" in console and reload the map.
One thing that you could consider incorporating in your map along with everyone is a little bit more vertical gameplay. In the big lobby area or even the elevator room it would be really cool to have a second level balcony or over walk.
Almost forgot to mention those double doors are a little annoying because you have to touch each to open. Just place a trigger multiple that triggers the door and give them each the same name. I've seen your method done before but in its case the doors were seperated by a median so it looked a little better but with them touching they should act together imo.
Anyways great work, a huge improvement over your earlier work. I would give it 4 stars if it had more vertical gameplay.
It would be really cool if you made the doors open and lead to a hall way that circled the entire map connecting all four doors. And if you made some of the areas in the water deeper and swimmable.
The map is very playable but really didn't use what gold source can handle. In such a small map the columns don't need to have only three faces. They could have eight.
Really a lot lot more could go into this map but for a simple big map it is pretty good. Also you MUST add a long_jump for it to be enjoyable dm!
Also I really think all of the textures used are extremely terrible and agitating to look at. Try using some custom textures or ones with more detail for such big surfaces.