Commented 18 years ago2006-04-25 15:53:33 UTC
in vault item: Elevators using func_doorComment #11583
Yes Yes, func_doors can be used for a multitude of things. Messing around with there speed, Lip, and other options creatively, can boost their functionality further.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-04-24 18:59:35 UTC
in vault item: de_lab-towerComment #11577
Neat start.
I had my screen brightness turned down all the way because My battery is dying, so I have to give you the benefit of the doubt on lighting, which seems fine from what I can see.
Pipes look great, if not a little like a fairly popular de map--prodigy?
Neat use of decals, if not a little overdone.
The only other suggestions I can think of is to experiment with some new wall textures, especially for different areas of the map, and maybe make it a little bigger.
Commented 18 years ago2006-04-23 17:32:36 UTC
in vault item: fy_LANComment #11562
Fairly interesting layout, especially compared to most fy maps.
Lighting comes from nowhere.
1. Use textlighting and make some light fixtures for the under areas. If you don't know what textlights are, check the "tutorials" section.
2. Only use point lights if you require a special effect like flickering or you need to be able to toggle it off/on.
The architecture isn't horribly blocky, but could certainly be improved. Stuff like the towers could definitley be reconstructed to make them look more real. Check ZombieLoffe's "Detailing" tutorial for some tips to spruce up the architecture a bit.
Texturing is fine imo for this kind of map imo. There's certainly room for imporvement in this area for this map as well, but it is an FY map after all
Commented 18 years ago2006-04-14 03:55:25 UTC
in vault item: aim_submergeComment #11499
Neat stuff.
The point-based lights in the main battle area work though, because of the way you did them and they look very nice.
R_speeds are highly respectable in all the lower areas, and to a lesser degree above--pillars many Far within playable limits though imo.
Neat secret passage and drowning button! Is there a retard button someplace, but I just couldn't find it?
When i said lounge, I was more thinking of one you'd find in a night club wit low, colored lights, soft jazz, drinks and a weaponstrip so everyone has to behave--A resting area of sorts. Maybe make it knifes only.
I like your lounge though too!
I think my favourite part of this map is the gravity lift that takes you there...really nice! Funny too how it's barred off after flooding
Commented 18 years ago2006-04-12 06:23:09 UTC
in vault item: Ka_facilityComment #11485
Nice, tight layout with some interesting elements.
Architecture is a bit bleh, but no brush errors from What I can see. Try adding more detail oto stuff like curved edges and trim. I don't suspect you'll have a problem with r_speeds on this map
I make the sprites and volumetric light more subtle so it looks more real. Nice touch though.
The one hallway upstairs that is clipped, with nothing visible blocking it is a distraction.
Commented 18 years ago2006-04-12 05:13:42 UTC
in vault item: aim_ak-deagleComment #11483
Not really much to comment about on this map, but what's there is nice enough. I like the water below tha map, but you might add some support pillars like the old roman cisterns.
Perhaps vary the architecture above like Roman ruins, or something, and follow the directions Hunter gave.
Commented 18 years ago2006-04-12 03:38:38 UTC
in vault item: cs_bankComment #11482
Amazing detail work! I would go as far to say more high quality, appropriate detail work then in 95% of the maps I've seen. Every detail from the teller tubes and windows to the cordons for customers...superb!
There are some errors and face splitting, but it all looks so good, I don't think people will mind too much.
Layout doesn't seem too big or small, and seems like it would be good.
Besides optimizing and cleaning up small things, I can't really think of anythng to add.
Commented 18 years ago2006-04-05 17:05:10 UTC
in vault item: cs_schoolComment #11432
Some neat stuff.
This map definitely gives me the feeling that It's a school, which is great. I like the auditorium and the gymnasium, but they could both use some more detail work and props to make them look nicer.
The red emergency lights are appropriate, but you should make some props that look like emergency lights, and then make that texture a textlight. Only use pointlights if you need an effect like blinking or flickering.
I understand the high r_speeds in the aud, considering all the nice chair props :), but the r_speeds are in the 1500s in the hallways too. A properly placed hint brush or some redesign might help. For a multiplayer game, you should try to keep the r_speeds as low as you can, but since everybody has faster machines these days, I'm not really sure what limit you should set for yourself. I try to keep wpolys below 1000 personally...
LoL having the bomb by the hosties is interesting...
You might want to add some lockers and other detail items/props to make it more school-like.
All in all a very good start. I like the layout, and general feel to the map.
Commented 18 years ago2006-04-03 06:33:02 UTC
in vault item: JungleRiverFalls12Comment #11420
Stop bumping this map to the top of the list...unless your goal is to annoy people
Apply what you've learned to your next map, and then post that one. You'll find as your mapping skills become better, you older maps will seem worse and worse, and most times they aren't worth trying to improve.
Commented 18 years ago2006-03-27 17:27:23 UTC
in vault item: More TripminesComment #11372
I love your copious use of decals and the idea for the elevator floor lights is excellent, if a bit unpolished.
Place some props that look like buttons inside the elevator--you don't need any more actual buttons of any sort, because your current ones work from both sides of the door.
Check out atom and andy's elevator--train--tutorials if you want to get fancier...
As for the rest of the map, I have not the energy to address it--sorry!
Commented 18 years ago2006-03-27 17:24:51 UTC
in vault item: fy_evilpyramidComment #11370
Some really pretty stuff.
Lighting and water makes for some nice ambience. I apologize that I can't comment on any sounds you might or might not've had, because I had music blaring while playtesting your map
The underwater parts are very nicely done too.
The major thing I would concentrate changing on this would be the pyramid texture. It should be interlocking stone, not what you have.
I would try to keep the colors the same, because they look nice imo.
Can't comment too much on the gameplay, 'cause I haven't played it, and it is an FY map, so it probably works. Perhaps a little too wide open in the center...
Neat weapons placement.
Last random hint, would be to lower the level of the water in the center pool, or decrease the wave height, as you can see the "blanket" of water.
Commented 18 years ago2006-03-26 19:03:08 UTC
in vault item: Leaks in cs_timevilleComment #11359
You're usin WAY too many wads--THE ABSOLUTE MAXIMUM IS 8, And there is no reason to have that many!! Take the textures you need from each wad and place them in ONE, would be my advice.
Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
Your texture sizes shouldn't be any bigger than 256x256..
Commented 18 years ago2006-03-24 16:58:36 UTC
in vault item: Fy_RookComment #11343
If you make the door out of 2 layers with a space between them, I think it will block bullets--if you're interested.
If you want to make the pipes, brush them about the x or y axis, and after they're complete, rotate in 15 degree incements--hold the SHIFT key down whilst roatating. Should work...
Commented 18 years ago2006-03-21 22:55:59 UTC
in vault item: Freeman's TombComment #11319
Some excellent stuff!
I must admit I didnot play the whole thing, but what I saw looked good!
Superb ambience in the "suit" chamber, but I would make the door latch more apparent--I ran around for 5 minutes looking for the key, not really knowing what to do! If that's the effect you're going for, it worked, but it's a bit annoying
I liked the env_sound in that first chamber as well, but not in the subsequent corridors--sounded funny and repeatative.
Excellent use of triggers, game_text--though I'd make it only a trigger once...--, lighting, and neat vistas--the glass chamber out front.
Commented 18 years ago2006-03-19 15:57:19 UTC
in vault item: sk_SniperComment #11302
"excellent map ihave never seen this before"
I could't agree more!
Um, ok what the hell. Not much to comment about for this map, but I must say I liked the "red" part with the double levels. Paste in one of your nicely consructed func_ladders, and make a nice terrace on the roof!
The "grey" side is 3 walls with windows in them--which were quite nice btw! This side needs something. Anything.
If you're going to make a map like this, I would recommend including some func_vehicles like in de_starwars or he_offroad. Maybe include some func_tanks of some kind of gimmick, or stronger theme!
Commented 18 years ago2006-03-19 15:34:23 UTC
in vault item: Sky SnipeComment #11300
Excellent first map!
No real use in nitpicking a map such as this, because for what it its--an FY Playground--It's very nicely done!
The only criticism I'm going to put forth is to increase your "max viewable distance" under map properites.
Looks like your off to a good start in the other departments--clean brushwork, and no errors per se in anything else--though they deinitely can be improved
Commented 18 years ago2006-03-17 07:38:02 UTC
in vault item: Halo 2 ElongationComment #11280
Agreed, but I think it would look better darker!
From the shadows, it looks like your still using pointlights, but whatever--give textlighting a try sometime!
You pipes and wires look great, but you might consider experimenting with other textures and texture scales to make them look better. They look fine, just the lighting on them is a little weird in places. PM me if you want to explore this any further...
Excellent work. I really like how this map looks/feels. The conveyors remind me of the Droid factory from Star Wars II
Commented 18 years ago2006-03-16 18:49:35 UTC
in vault item: Halo 2 ElongationComment #11276
I thought this map was excellent and well executed in most areas, except of course lighting.
If your boxes are a func_train, you can light them in a seperate "box" someplace on the map so they're all lit properly--like the train at the beginning of HL.
The rest of the lighting is far too bright...as someone already said--it looks fullbright!
I personally like the small layout of the map, but really have no idea how it would play until I played it. Probably a bit too small, considering you can circumvent the entire map in 30 sec
If you did not use texture lights, I would recommend using them.
All in all, very nice-looking map and nice concept.
Commented 18 years ago2006-03-15 19:36:33 UTC
in vault item: Tau_MapComment #11246
Argh I just tried that map, and I love the idea of it! I spend a great deal of time on it and still couldn't get past the 3rd obstacle! (would be nicer too if you didn't have to backtrack for power packs too)
Commented 18 years ago2006-03-15 19:09:14 UTC
in vault item: sol_arenaComment #11245
Some really nice stuff! I'm glad I didn't have the job of juror on this compo, because it must have been very tough!
Beautifully constructed/textured/lit rooms, and quite imposing/scary imo. I can't stress that enought, the rooms looked really great! I think my fav was the one with the red lighting.
Layout is a bit comlex, but it works because it's so small. Kudos to you for how you interwove the floors together.
Use of different color lighting and sprites looked really good.
Now the complaints... The lifts were a bit of a distraction, as I kept fallin to my death! Maybe an up/down lift right next to each other might do the trick?
The three light rays or whatever kind of rays looked neat, but I think they might look better a bit more transparent. Still looked really cool though.
Weapons: Not enough of them imo, but not a huge deal.
Commented 18 years ago2006-03-15 14:28:38 UTC
in vault item: dm_breachComment #11237
Really nicely done and it's easy to see why this map won a medal
+unprecedented amount of detail work for a dm_map +Good performance--I only noticed the wpolys going above 1000 once... +Great vistas--terrain outside the office-style windows, laser room, etc. +superb, interesting architecture throughout--hallways, stairs, railings--all very well done. +fresh textures! A new keyboard texture!--and many more through this map +neat layout with varied relief, and ceiling heights--refreshing!
-severely lacking in ambience--pretty much dead silence throuhout the level...Add some! -Layout is right on the cusp of being too big. You might consider truncated it a bit, but most certainly I wouldn't make it any bigger!
Commented 18 years ago2006-03-14 14:40:25 UTC
in vault item: sk_bombplantingComment #11218
exelcent
Better than my first string of maps, considering it's lit!
Some interesting shadows because of the surrounding wall and the holes in the ceiling. This might be a good frame for a "ruins" type map, with some ugly blown out wall textures, some wall fragments and debris props, and some sounds.
Some of what Hunter and the others has merit though--this map would never survive at Snarkpit methinks...
And though I understand the negative feelings, just keep reciting the mantra, straight from the father:
This is a learning site. This is a learning site. This is a learning site.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-03-14 13:08:44 UTC
in vault item: aim_m3_unkComment #11213
Some superb architecture...definitely the best I've ever seen for an aim map!
Arches and towers looked superb. The only structures I didn't understand were the half cylinders at the corners...
R_speeds were suprisingly "ok" condsidering the highly detailed arches everywhrer! Great work!
The texturing is fine, except in the areas Rim mentioned. Sometimes when your texturing in hammer, for absolutely no reason, hammer will stretch the texture to insane sizes after you've applied it.
Simply left click on the last "good" or unstretched texture, then hold down the ALT key while right clicking to fix those nasty stretches.
Besides the texturing glitch, really superb work all-around!
Commented 18 years ago2006-03-14 12:52:21 UTC
in vault item: UrbanWasteComment #11212
Some excellent detail work and props on this map!
+Hi-lift prop--excellent! How did you get the platform to stay level as it rose--seperate func_doors? +Basketball court! +Retaining nuts on columns +static auto lift indoors +broken/collapsed stuff--doors, walkway on top of truck--great! +guard houses beyond the fence +and lots of other stuff I'm probably forgetting.
Unfortunately, you stopped the nice detail with stuff like that, and the main body of the map was very boring, and seemed very unfinsihed to me.
The exteriors of the buildings are very dry textured and constructed, as well some of the interior stuff--those terrible wooden walkways in the tower!
Also, the edges where your map meets the sky are not very smoothly transitioned imo. You want/need to do your best to blend where the sky meets the rest of your world. This is often difficult to do, especially because of the wide open nature of this map--which also didn't help performance in many areas!
Some great elements, contrasted by some bad ones unfortunately. Again, your construction/use of props is great--your obviously very skilled at brushwork, judging by the sophistication of these.
So why not apply some of that skill to the rest of the map
Commented 18 years ago2006-03-11 21:05:14 UTC
in vault item: cs_poltergeist2Comment #11173
Wow srry, your reviews are really good! I'm not sure what I can add that won't sound repetative!
One thing I must say is that some of the additional textures and detail items look really good, and make the house more realistic. And though the detail is well done, some areas are lacking in it a bit--like the main front hall. I can hardly blame you for that though, because the r_speeds are in the 1300's already at the worst spots.
Besides the new/imrpoved detail and textures, the basic layout is the same afaik. I think that beautiful detail work and textures would be much better used on an smaller and less confusing layout.
I miss the blood pools! Yeah, they weren't realisic but they were cool! Their shape just needed to be varied a bit imo--in the original.
Last gripe is that I think it's way too dark in many places. I understand darkness fits the theme here, but if it's too dark it sort of defeats the purpose in terms of gameplay, imo.
Commented 18 years ago2006-03-10 12:03:29 UTC
in vault item: candyboxComment #11156
+Raining candy --who doesn't like raining candy +Nice custom sounds/sprites/textures, besides blowing a whole host of copyrights
-Just about everything else, lol
The rest of this map was hugely lacking in any sort of imagination or really anything to make it interesting. It essentially is a box, with a few walkways...terrible!
If your skilled enough to create decent custom material, you certainly could make a map with a little more to it
Commented 18 years ago2006-03-08 15:18:58 UTC
in vault item: Snow bankComment #11145
Yeah, it's HL--Mark it correctly
Excellent stuff!
Nice little HLDM action in a nicely crafted winter setting.
Superb detail work and ambience. The terrain looks pretty good and it's varied well, but could use some more variance--make different shapes/sized moguls for example.
I love the trees and snow on top of things--simple yet really nice effect!
I couldn't find anything wrong with your paths/train, so the problem must lie someplace else. I tried compiling your map, but it kept crashing my HL!!!
After 4 or 5 times I gave up trying to compile it--couldn't find anything wrong with the map either...--, I dug up this old map.
I had my screen brightness turned down all the way because My battery is dying, so I have to give you the benefit of the doubt on lighting, which seems fine from what I can see.
Pipes look great, if not a little like a fairly popular de map--prodigy?
Neat use of decals, if not a little overdone.
The only other suggestions I can think of is to experiment with some new wall textures, especially for different areas of the map, and maybe make it a little bigger.
Lighting comes from nowhere.
1. Use textlighting and make some light fixtures for the under areas. If you don't know what textlights are, check the "tutorials" section.
2. Only use point lights if you require a special effect like flickering or you need to be able to toggle it off/on.
The architecture isn't horribly blocky, but could certainly be improved. Stuff like the towers could definitley be reconstructed to make them look more real. Check ZombieLoffe's "Detailing" tutorial for some tips to spruce up the architecture a bit.
Texturing is fine imo for this kind of map imo. There's certainly room for imporvement in this area for this map as well, but it is an FY map after all
I would recommend following kasperg's advice.
Breathtaking textures, lighting, and impeccable brushwork.
R_speeds are VERY respectable in almost all areas, which is amazing condsidering the hi-res textures and more open nature of the map.
Simply beautiful.
I haven't rated a map in a long time, but if any map deserves 5 stars, it's this one.
Superb work!
5 Stars
Are these textures from Rim's Half-life2.wad? If they are you should credit him
: )
The point-based lights in the main battle area work though, because of the way you did them and they look very nice.
R_speeds are highly respectable in all the lower areas, and to a lesser degree above--pillars many Far within playable limits though imo.
Neat secret passage and drowning button! Is there a retard button someplace, but I just couldn't find it?
When i said lounge, I was more thinking of one you'd find in a night club wit low, colored lights, soft jazz, drinks and a weaponstrip so everyone has to behave--A resting area of sorts. Maybe make it knifes only.
I like your lounge though too!
I think my favourite part of this map is the gravity lift that takes you there...really nice! Funny too how it's barred off after flooding
Architecture is a bit bleh, but no brush errors from What I can see. Try adding more detail oto stuff like curved edges and trim. I don't suspect you'll have a problem with r_speeds on this map
I make the sprites and volumetric light more subtle so it looks more real. Nice touch though.
The one hallway upstairs that is clipped, with nothing visible blocking it is a distraction.
Nice work!
Maybe a part II to this, showing how to make custom shadows for models would be more helpful to the average user.
Perhaps vary the architecture above like Roman ruins, or something, and follow the directions Hunter gave.
There are some errors and face splitting, but it all looks so good, I don't think people will mind too much.
Layout doesn't seem too big or small, and seems like it would be good.
Besides optimizing and cleaning up small things, I can't really think of anythng to add.
Superb stuff!
You get the rowleybob award for highest wpolys
Some very nice architecture that would probably be better done in source
This map definitely gives me the feeling that It's a school, which is great. I like the auditorium and the gymnasium, but they could both use some more detail work and props to make them look nicer.
The red emergency lights are appropriate, but you should make some props that look like emergency lights, and then make that texture a textlight. Only use pointlights if you need an effect like blinking or flickering.
I understand the high r_speeds in the aud, considering all the nice chair props :), but the r_speeds are in the 1500s in the hallways too. A properly placed hint brush or some redesign might help. For a multiplayer game, you should try to keep the r_speeds as low as you can, but since everybody has faster machines these days, I'm not really sure what limit you should set for yourself. I try to keep wpolys below 1000 personally...
LoL having the bomb by the hosties is interesting...
You might want to add some lockers and other detail items/props to make it more school-like.
All in all a very good start. I like the layout, and general feel to the map.
Apply what you've learned to your next map, and then post that one. You'll find as your mapping skills become better, you older maps will seem worse and worse, and most times they aren't worth trying to improve.
Make the latches func_door_rotatings, connected to the bottom of the box that doesn't move, of course
I'm sorry that I won't be able to playtest this because I don't have HL2 installed at all
Looks great from screeneh
Superb detail works and texture choices makes you feel like you actually in a girls room!
Nice doodads: Toggable fan, mouse trap, light switch...
And though the exterior parts are fabulously done, the interior parts are very blah by comparison.
I can't commen on your sounds or lack therof, becuase I had music blaring in my ear while playtesting your map--sorry!
Superb stuff, and very "pretty"
Place some props that look like buttons inside the elevator--you don't need any more actual buttons of any sort, because your current ones work from both sides of the door.
Check out atom and andy's elevator--train--tutorials if you want to get fancier...
As for the rest of the map, I have not the energy to address it--sorry!
Nice stuff and a nice start
I think the extra clips dropping is a minor and insignificant side-effect.
I didn't play this with sound, so I couldn't hear if there was a nice sound for the box opening or not...
You could alwasy make the box look as spiffy as needed to suit the environment as well--add latches, hinges, etc.
Nice Work!
Lighting and water makes for some nice ambience. I apologize that I can't comment on any sounds you might or might not've had, because I had music blaring while playtesting your map
The underwater parts are very nicely done too.
The major thing I would concentrate changing on this would be the pyramid texture. It should be interlocking stone, not what you have.
I would try to keep the colors the same, because they look nice imo.
Can't comment too much on the gameplay, 'cause I haven't played it, and it is an FY map, so it probably works. Perhaps a little too wide open in the center...
Neat weapons placement.
Last random hint, would be to lower the level of the water in the center pool, or decrease the wave height, as you can see the "blanket" of water.
Nice work overall
If you want to make the pipes, brush them about the x or y axis, and after they're complete, rotate in 15 degree incements--hold the SHIFT key down whilst roatating. Should work...
you removed the pipes---WEAK
Textures definitely look flashy! Except the sand bag texture--AK!
I love the sliding doors by the ladders! Do they block bullets?
Nice work, looks like it would be fun to play.
Funny voice acting--superb!
Does it end at the rotating button?
I must admit I didnot play the whole thing, but what I saw looked good!
Superb ambience in the "suit" chamber, but I would make the door latch more apparent--I ran around for 5 minutes looking for the key, not really knowing what to do! If that's the effect you're going for, it worked, but it's a bit annoying
I liked the env_sound in that first chamber as well, but not in the subsequent corridors--sounded funny and repeatative.
Excellent use of triggers, game_text--though I'd make it only a trigger once...--, lighting, and neat vistas--the glass chamber out front.
Very nice SP stuff, near as I can tell
-both free-
Slackiller has got some links to texturing sites, which also have links to hundreds more...
I should talk, I rarely if ever use custom textures :shame:
I could't agree more!
Um, ok what the hell. Not much to comment about for this map, but I must say I liked the "red" part with the double levels. Paste in one of your nicely consructed func_ladders, and make a nice terrace on the roof!
The "grey" side is 3 walls with windows in them--which were quite nice btw! This side needs something. Anything.
If you're going to make a map like this, I would recommend including some func_vehicles like in de_starwars or he_offroad. Maybe include some func_tanks of some kind of gimmick, or stronger theme!
Can't wait for your next map in the sk series
No real use in nitpicking a map such as this, because for what it its--an FY Playground--It's very nicely done!
The only criticism I'm going to put forth is to increase your "max viewable distance" under map properites.
Looks like your off to a good start in the other departments--clean brushwork, and no errors per se in anything else--though they deinitely can be improved
From the shadows, it looks like your still using pointlights, but whatever--give textlighting a try sometime!
You pipes and wires look great, but you might consider experimenting with other textures and texture scales to make them look better. They look fine, just the lighting on them is a little weird in places. PM me if you want to explore this any further...
Excellent work. I really like how this map looks/feels. The conveyors remind me of the Droid factory from Star Wars II
Nice ambients too btw.
If your boxes are a func_train, you can light them in a seperate "box" someplace on the map so they're all lit properly--like the train at the beginning of HL.
The rest of the lighting is far too bright...as someone already said--it looks fullbright!
I personally like the small layout of the map, but really have no idea how it would play until I played it. Probably a bit too small, considering you can circumvent the entire map in 30 sec
If you did not use texture lights, I would recommend using them.
All in all, very nice-looking map and nice concept.
I was definitely focusing too much on the theme and gimmicks, than the fundamental, most important part of a map--the layout!
How valuble an unbiased opinion is! No one wants to admit that there masterpiece has any flaws whatsoever... but now I can move forward with new ideas
Thank you Captain P!
Beautifully constructed/textured/lit rooms, and quite imposing/scary imo. I can't stress that enought, the rooms looked really great! I think my fav was the one with the red lighting.
Layout is a bit comlex, but it works because it's so small. Kudos to you for how you interwove the floors together.
Use of different color lighting and sprites looked really good.
Now the complaints... The lifts were a bit of a distraction, as I kept fallin to my death! Maybe an up/down lift right next to each other might do the trick?
The three light rays or whatever kind of rays looked neat, but I think they might look better a bit more transparent. Still looked really cool though.
Weapons: Not enough of them imo, but not a huge deal.
All in all great work and a great contender.
Great work!
The outside areas you're refering to--unless you become more specific--, I think was in the 600-800 range, which is not even remotely high
I forgot to ask, is there a way to get the egon gun, or some of the other seemingly inaccessible goodies?
+unprecedented amount of detail work for a dm_map
+Good performance--I only noticed the wpolys going above 1000 once...
+Great vistas--terrain outside the office-style windows, laser room, etc.
+superb, interesting architecture throughout--hallways, stairs, railings--all very well done.
+fresh textures! A new keyboard texture!--and many more through this map
+neat layout with varied relief, and ceiling heights--refreshing!
-severely lacking in ambience--pretty much dead silence throuhout the level...Add some!
-Layout is right on the cusp of being too big. You might consider truncated it a bit, but most certainly I wouldn't make it any bigger!
All in all, subperb work!
Great job and congratulations!
Better than my first string of maps, considering it's lit!
Some interesting shadows because of the surrounding wall and the holes in the ceiling. This might be a good frame for a "ruins" type map, with some ugly blown out wall textures, some wall fragments and debris props, and some sounds.
Some of what Hunter and the others has merit though--this map would never survive at Snarkpit methinks...
And though I understand the negative feelings, just keep reciting the mantra, straight from the father:
This is a learning site.
This is a learning site.
This is a learning site.
Arches and towers looked superb. The only structures I didn't understand were the half cylinders at the corners...
R_speeds were suprisingly "ok" condsidering the highly detailed arches everywhrer! Great work!
The texturing is fine, except in the areas Rim mentioned. Sometimes when your texturing in hammer, for absolutely no reason, hammer will stretch the texture to insane sizes after you've applied it.
Simply left click on the last "good" or unstretched texture, then hold down the ALT key while right clicking to fix those nasty stretches.
Besides the texturing glitch, really superb work all-around!
Looking forward to more stuff from you!
+Hi-lift prop--excellent! How did you get the platform to stay level as it rose--seperate func_doors?
+Basketball court!
+Retaining nuts on columns
+static auto lift indoors
+broken/collapsed stuff--doors, walkway on top of truck--great!
+guard houses beyond the fence
+and lots of other stuff I'm probably forgetting.
Unfortunately, you stopped the nice detail with stuff like that, and the main body of the map was very boring, and seemed very unfinsihed to me.
The exteriors of the buildings are very dry textured and constructed, as well some of the interior stuff--those terrible wooden walkways in the tower!
Also, the edges where your map meets the sky are not very smoothly transitioned imo. You want/need to do your best to blend where the sky meets the rest of your world. This is often difficult to do, especially because of the wide open nature of this map--which also didn't help performance in many areas!
Some great elements, contrasted by some bad ones unfortunately. Again, your construction/use of props is great--your obviously very skilled at brushwork, judging by the sophistication of these.
So why not apply some of that skill to the rest of the map
Interesting Idea, and tough terrain to easily pull off in HL, but I think you did a pretty good job!
func_tank + dm = Awsome!
My only real complaints would be an overly complex and big layout, and sparse weapon placement.
Nice work!
One thing I must say is that some of the additional textures and detail items look really good, and make the house more realistic. And though the detail is well done, some areas are lacking in it a bit--like the main front hall. I can hardly blame you for that though, because the r_speeds are in the 1300's already at the worst spots.
Besides the new/imrpoved detail and textures, the basic layout is the same afaik. I think that beautiful detail work and textures would be much better used on an smaller and less confusing layout.
I miss the blood pools! Yeah, they weren't realisic but they were cool! Their shape just needed to be varied a bit imo--in the original.
Last gripe is that I think it's way too dark in many places. I understand darkness fits the theme here, but if it's too dark it sort of defeats the purpose in terms of gameplay, imo.
Great improvements!
+Nice custom sounds/sprites/textures, besides blowing a whole host of copyrights
-Just about everything else, lol
The rest of this map was hugely lacking in any sort of imagination or really anything to make it interesting. It essentially is a box, with a few walkways...terrible!
If your skilled enough to create decent custom material, you certainly could make a map with a little more to it
Some mildly funny doodads, otherwise horrible.
Excellent stuff!
Nice little HLDM action in a nicely crafted winter setting.
Superb detail work and ambience. The terrain looks pretty good and it's varied well, but could use some more variance--make different shapes/sized moguls for example.
I love the trees and snow on top of things--simple yet really nice effect!
Great work!
-Blinds and drapes looked outstanding!
-Handles for the trundel droors lol--nice!
The mirror was also excellent.
Do you really have a bathtub in your room or was that a sink?
Excellent work!!
http://twhl.co.za/mapvault_map.php?id=3753
I couldn't find anything wrong with your paths/train, so the problem must lie someplace else. I tried compiling your map, but it kept crashing my HL!!!
After 4 or 5 times I gave up trying to compile it--couldn't find anything wrong with the map either...--, I dug up this old map.
Hope it helps!