Commented 9 years ago2015-05-17 16:12:38 UTC
in vault item: Colony 42Comment #20879
Lighting is very bland all around, I want to add. Look at this room--might as well be fullbright.
Same with this area.
There's no contrast in any of the lighting, even in the areas which look passable.
These places would look so much better if there were some variance in the lighting.
THIS AREA IS INEXCUSABLE.
The levels also harbored some rather strange, stretched textures. Why are these walls so stretched? I know it's hard to tell, but the minor stretch still doesn't do much justice to the tiled plate metal walls.
And yes, the custom textures are nice, but they would have been even nicer if their dimensions fit the brushes they were put on.
And it may be an alpha release, but I'm still going to rate it as a normal release. I'm not going to rate something better just because it claims to promise better content in the future, if you plan on continuing this project.
Commented 9 years ago2015-05-17 01:52:10 UTC
in vault item: Colony 42Comment #20877
Tbh, I kinda see why it sat unfinished for a while.
A lot of the areas are gray, monotone hallways, and the interesting-looking areas are in a vast minority compared to the dull-looking ones. There were some rooms that were entirely GREEN.
The level design was a bit confusing. The doors you can open aren't very well differentiated from the ones you can't open, especially in the beginning maps, and there are a lot of dull copy+pasted offices that you have to explore for keycards. Enemy placement wasn't too inspired, either, and there were a lot of doors in small areas that I didn't even know I could go through until I tried every other one.
But the custom voice acting was nice, so there you go.
Commented 9 years ago2015-03-03 00:35:25 UTC
in journal: #8515Comment #60137
You don't have to buy maps at CSGO. You have the option of paying if you want to have a medal that shows how many hours you've spent playing them, and exists just to give money to the mappers who contributed and make it into the operation.
Commented 10 years ago2014-11-12 15:37:31 UTC
in journal: #8465Comment #52819
I could imagine a logic_math (or whatever it is) could be used?
Perhaps the doors will set themselves as +1 on the counter whenever they're closed, and +0 when open? So that means that you can have the door be unlocked or enabled whenever the counter is set to +2.
Hopefully 953 isn't so crowded.
Tell me, how many letters are there in the phrase, "I'm getting tired of this bullshit"?
Go to 2muchvideogames' very FIRST journal.
Now then, add up the number correlated with each number alphabetically in the word "SPOON".
A b c d e f g...
Oh, right, I'll fuck off now.
(Psst, hey, go to journal 1234.)
Oooh!
FUNC_VEHICLE 2015
FUNC_VEHICLE 2015
FUNC_VEHICLE 2015
FUNC_VEHICLE IS A RIGHT NOT A PRIVILEGE
The levels also harbored some rather strange, stretched textures. Why are these walls so stretched? I know it's hard to tell, but the minor stretch still doesn't do much justice to the tiled plate metal walls.
A lot of the areas are gray, monotone hallways, and the interesting-looking areas are in a vast minority compared to the dull-looking ones. There were some rooms that were entirely GREEN.
The level design was a bit confusing. The doors you can open aren't very well differentiated from the ones you can't open, especially in the beginning maps, and there are a lot of dull copy+pasted offices that you have to explore for keycards. Enemy placement wasn't too inspired, either, and there were a lot of doors in small areas that I didn't even know I could go through until I tried every other one.
But the custom voice acting was nice, so there you go.
I LOVE IT TO DEATH!
CAPTAIN TERROR JOEBAMAMA
URBANEBULLAAAAAAAAA
Khe he he he.
Yoohoo! Mapper!
Perhaps the doors will set themselves as +1 on the counter whenever they're closed, and +0 when open? So that means that you can have the door be unlocked or enabled whenever the counter is set to +2.