Comments

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Commented 17 years ago2006-07-06 00:33:42 UTC in vault item: func_illusionary Comment #12471
You should make them double-sided, and show a pretty in-game screenie ;)
Commented 17 years ago2006-07-05 23:04:53 UTC in vault item: The Mansion 2 Comment #12469
HL2 = gay.

Not really, but just gay 'cause I can't play it :(

I'm sure it's excellent like your other stuff tho :)
Commented 17 years ago2006-07-04 18:25:42 UTC in vault item: ka_snowshank_cz Comment #12465
lol you're right, I just put it in the "sound" folder!

If you provide the correct directory structure when you upload, Nuubes like me won't be able to screw it up ;)
Commented 17 years ago2006-07-04 18:23:24 UTC in vault item: aim_autosniper27 Comment #12464
Really? Maybe make it less bright, or eliminate the light_spot alltogether.

You want the shadows to be dark, and the light areas to be bright...contrast.

I don't know the most about lighting, but I know sharp contast is good ;)
Commented 17 years ago2006-07-04 15:57:03 UTC in vault item: homeworld_deaglewar Comment #12461
It's not fullbright, but the lighting is very flat to be sure.

Try removing the light_environment, and lighting it with textlights for all the interior areas, and pointlights/light spots for the skyboxed areas. You'll will notices WAY better contrast in you map ;)

I love the center main chamber, and the rest of the map is interestingly brushed and textured, though that one wall texture with the circles gets repetative.

Nice Work!
Commented 17 years ago2006-07-04 15:40:08 UTC in vault item: ka_snowshank_cz Comment #12459
Nicely brushed, textured and lit. An especially nice ka map imo.

random suggestions:

-make the "basment" darker
-brush some poles for each corner of the fence
-add some small props/detail itmes to breakup the main walls a little
-the red button didn't do anything for me.
Commented 17 years ago2006-07-04 15:24:57 UTC in vault item: aim_autosniper27 Comment #12458
Some neat architecture, interesting layout, and I love the glowing ladder--textlight? Nicely thought out for a aim map ;)

You'd get much better contrast in your lighting by not using the light_environment though. The bigger your skybox to, the worse it gets. In general, Light_environments = bland, boring lighting.

Instead, use textlights to light al the player accessible parts of the map, and maybe add pointlighting or light_spots to to make it brighter if you need to.
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Commented 17 years ago2006-07-04 15:02:32 UTC in vault item: Range Comment #12455
I love the shooting ranges, but alas, no cs:s...sorry!
Commented 17 years ago2006-07-04 14:20:37 UTC in vault item: Trapshooting Comment #12454
The conveyor isn't controlable like that afaik...

Also, even if it was, the pushables behave erratically on the conveyor, at best.

If you figure out a way to do this, let me know!
Commented 17 years ago2006-07-02 12:38:28 UTC in vault item: Trapshooting Comment #12432
I didn't know you could teleport breakables!!! If I could teleport brand new ones to the launcher, it would be way easier/cleanter "reloading" the launcher :)

TY for the suggestions and nice comments guys ^_^ !
Commented 17 years ago2006-07-01 06:27:04 UTC in vault item: 180-degree spiral pillar Comment #12419
LOL that is cool as fuck!

We all get a peak in to the mapping mind of Muzzie by watching the video!!

What did you use to record? How many takes? :P Very cool Method BTW, and thanks for the VIDEO!

^_^!!
Commented 17 years ago2006-06-30 05:15:48 UTC in vault item: Twisted Pillar Comment #12416
I don't think they're "nearly the same" but whatever. I'm glad WCD made that thread, because this was fun!

Maybe we should have some mini brushing competitions more often!
Commented 17 years ago2006-06-30 03:46:14 UTC in vault item: Twisted Pillar Comment #12414
Did you even look at mine?! It's actually a lot different. Those 12-piece objects on the floor are how I started.
Commented 17 years ago2006-06-30 03:13:29 UTC in vault item: Twisted Pillar Comment #12412
I should note that I uploaded my map before I ever played yours, so I hope you don't think I in any way copyied your design ;)
Commented 17 years ago2006-06-30 01:12:06 UTC in vault item: Twisted Pillars Comment #12411
I uploaded my map before I ever downloaded yours, so it's impossible that I ever used your map for reference whatsoever ;)

Your method is actually quite different, and much easier than mine. In mine, each "piece" is made out of 3 seperate brushes, and they bend different ways.

Your method is much cleaner and perfectly symmetrical, but the finished product doesn't really look like Skarrj's columns.

Besides, VOX completed his before you, so HE wins the internet!

^__^
Commented 17 years ago2006-06-29 02:46:00 UTC in vault item: Twisted Pillar Comment #12406
Very cool method!

At first I was perplexed how you did it, but as soon as I got the first set of piece done, it was copy/paste, put it into position, and finally rotate the outer vertices 15?, and simply repeat.

Then when one "blade" is done, simply copy, paste, and rotate 90? for each remaining side.

Very nice work, and the finished product is very clean.

This gives me some ideas mwhahahaha! <rowleybob twiddles fingers like Mr. Burns. :P>
Commented 17 years ago2006-06-25 23:57:32 UTC in vault item: scoutzknivez_2006 Comment #12383
+/-Spiral stircase would be better if you scaled/texured it differently.
+cute breakable stone area.
+Nice mention of TWHL on the map.

People remake these maps 100 times with one thing always in common: there is ablsolutely no theme to the map.

Maybe addind a different theme like "ScoutzKnives_Space", "ScoutKnivez_wildwest" or some such would be more intersting lol :)

Or maybe, just maybe, stop remaking this damn map! ^_^
Commented 17 years ago2006-06-25 23:42:17 UTC in vault item: Map1 Comment #12382
Superb first map!

I love the lighting and the idea of the map.

Only minus is the HOM effect on the ceiling, but points for added "psychedelicness" lol :)

You're right too...warning stripes are pretty pwn.

WARNING STRIPES AND BOLSHEVISM FTW!
Commented 17 years ago2006-06-25 23:19:43 UTC in vault item: Game Ending Comment #12381
Seventh:

You should include what entites you've used in this bitch in the description, so people can find it! I was only able to find it for someone else, because I knew it previously existed. Maybe something like:

This map shows you how to end your level, and employs the following entities:

env_fade
trigger_endsection
multi_manager
game_text

etc.

This way, anyone types in those, WALLOP, up comes your masterpiece :)
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Commented 17 years ago2006-06-25 00:38:53 UTC in vault item: aim_neon_abyss Comment #12358
Neat Idea, and definitely 100 times nicer than the typical aim map!

The shadows from the green neon thingies will look more uniform if you scale down that floor texture a bit--at least I think so, and that's inferring you WANT it to look more uniform :)

Nice, smooth-lookin, two-sided volumetric light as well.
Commented 17 years ago2006-06-25 00:15:59 UTC in vault item: de_nightstrike Comment #12357
Neat stuff, as I said before, and some nice detail like the broken light switch, burried stuff, truck and other little details.

+Nice new ambients
+As I said before, great detailing!
+Nice underground area--didn't notice it before!
-still using pointlights, hence the weird round shadows...
+The layout seems much more manageable now, even though it isn't that much changed imo...maybe it just took playing it again :)

Nice work!
Commented 17 years ago2006-06-24 23:23:13 UTC in vault item: StarsBreakClanMap Comment #12353
bah cs:s, so I can't test it, but the idea seems pretty cool :)
Commented 17 years ago2006-06-24 21:14:30 UTC in vault item: Rockets for Spirit Comment #12344
I'm sure this is cool--looks cool from the screenie--but what's the point of using spirit?

I never realized it, but I suppose I'm a bit of a hl/cs purist after-all :)
Commented 17 years ago2006-06-23 02:26:54 UTC in vault item: cs_road_ex Comment #12301
Some really cool shit in this map! (are you sure your not an alias of WorldCraft Dude? ^_^ )

Really cool urban environment, though it's so huge, it would take me 20 times playing it to get a good handle on the layout, and explore all areas. Too big and to counfusing of a layout would be my biggest complaint. (I don't like big maps, so I'd consider myself a bit bias in this area)

That said you have lots of superb detail paced in this map, and interesting/creative areas like those big underground tunnels--lighting looked great down there to btw--, the sewers, and the buildings inside and out. Giant area + tons of detailed architecture = gargantuan wpolys... but I'm sure you well aware of this :)

So while it's not the most playable map in the world, this map still shows you have a great command of brushwork, ambience--nice ambience and trigger ambients btw too!!!--, and ligthing.

Misc gripes:

-scale on that nice momentary button/dial was gigantically huge, but it was so cool, I didn't care much :)

-lots of doors that didn't open... another pet peeve of mine ;)

-Some intersecting brushes with the glass on the windows at the "bus station" --that was also a sweet area ;)

Beautiful work!

^_^
Commented 17 years ago2006-06-18 16:38:49 UTC in vault item: fy_1deag Comment #12270
Nice enough for what it is, and it "feels" like it would be fun to play with the three levels: Ground, on top of boxes, and catwalk.

Architcture is fine, albeit a little boring. Maybe add some additional detail to break up the awful concrete block walls--beams, signs, doors, other support structures, etc.

Maybe some custom crate textures, or something other than crate textures in the middle area might help too--fork lifts, conveyors, packaging machines, pallets, etc.
Commented 17 years ago2006-06-18 01:38:22 UTC in vault item: Armored_brush-bulletproof wall Comment #12267
Well done!

Perfectly done, as your walls have the same exact wpolys as a regular wall, due to the nulling. 30 unints is also a very acceptable wall width.

I think this finally, unequivocally, and very nicely answers the "bulleproof" wall problem for cs...Bravo!
Commented 17 years ago2006-06-15 21:52:39 UTC in vault item: My_House (CS or HL) Comment #12255
@srry:

I lowered the tables about 5 units, and suprisingly, they look substantially better!

Thanks for the input :P!!1
Commented 17 years ago2006-06-15 18:24:53 UTC in vault item: HL2 Buttonpad for HL1! Comment #12253
I agree.

And if your going to torture us in this way, at least include a workable .bsp for us to play with...it's sort of just good etiquette imo.

Welcome to TWHL btw! :P
Commented 17 years ago2006-06-15 18:22:19 UTC in vault item: Prefab Pack Comment #12252
I would recommend putting them all in one map, and making a bsp for the lazy ones--like me. Still include the .rmf of course, but put them all in one...no reason to have 6 different ones imo.
Commented 17 years ago2006-06-15 18:17:24 UTC in vault item: cs_rushdown Comment #12251
+ Neat/original layout
+ Nice textures
+/- Light fixtures are interesting, but a little weird, which is ok I guess.
+/- Some nice detail with trim, railing, supports... but you need more.
- Not really any props in the map except some boxes = bad imo.
- stairs are too steep and not textured very well.
+ Very smooth performance
- no ambients?

A nice map, but not very inspiring imo. Maybe a stronger theme to give the player an idea what people in this building do, or something. Some more props and detail as I've already said would help, but I think the bottom line is the "idea" needs to be refined a little more.

Nice map!
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Commented 17 years ago2006-06-14 14:16:46 UTC in vault item: My_House (CS or HL) Comment #12227
They look fine too me, but it's all about personal preference. They are a "look" a bit bigger in cs, but not too much so imo.

Thanks for playing it!
Commented 17 years ago2006-06-11 18:04:09 UTC in vault item: My_House (CS or HL) Comment #12196
Could be. Do you mean the wooden ones or the "island in the other room?

I thought I made them 30 units high, but I will double check, thanks :).
Commented 17 years ago2006-06-11 07:04:28 UTC in vault item: My_House (CS or HL) Comment #12184
Thanks srry. I was under the WHOLLY INCORRECT impression that cs and hl shared the same sprites like sharing the halflife.wad... Again, TOTALLY NO!

"fire.spr" now included for Half-Life users!
Commented 17 years ago2006-06-09 03:41:07 UTC in vault item: Air fire Comment #12169
You should probably label this fy_airfire or somethig.

+weapons crates
+Nice architecture, relief, and layout.
-could use more props, detail items--though that mini sloped rock formation looked quite nice!
+Nice enough lighting, (add some fixtures in some the dark rooms though)
-no ambients
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Commented 17 years ago2006-06-09 03:12:17 UTC in vault item: An evening walk on a roof Comment #12167
Scratch last, I had the old version downloaded...SORRY!

I didn't personally get much from the example, but maybe someone else will.

I must say I've never noticed that little transparent elevator texture before--prolly becuase it's so small! I have a couple ideas where I can use that right now, thanks!
Commented 17 years ago2006-06-09 03:02:19 UTC in vault item: An evening walk on a roof Comment #12165
"Warning: Missing cs_747.wad"

More people will look at your map if you include a workable BSP.

No excuse for not fixing this, after people have told you .wads are missing.

:|
Commented 17 years ago2006-06-07 02:39:39 UTC in vault item: Gaussfobia Comment #12136
Very neat stuff.

I like how you blended the sky with the terrain, and although it has some issues--water doesn't look too "watery", and you can see the lava underneath--, it's still very nice.

Terrain is excellent. Varying it with foliage and small props was a nice touch too. Texturing is ok at best though...that redstone became very painful to eyes after a while, and looked unnaturally red--were the rocks textlights, was the lava light bleeding through, or was i just the texture?

Different ambients for different parts of the map was nice, as well the "deathcry" you hear when you fall off the cliff :)!

Lava area was great and nice ambients there too, though I would vary the textues a little there too to make it a little more interesting--add some black textured stalactites perhaps, add some crystals...somethign to break it up a little. Lava flows looked great!

I have to go negative on the layout too. I walked around for a long time, with still no really good idea of the place. I would try to simplify it a bit.

I liked the volumetric light in the upper cave...very nice effect!

And finally, excellent original theme for HLDM, nicely pulled off I would say.

Good Work!
Commented 17 years ago2006-06-05 20:09:42 UTC in vault item: gsb Comment #12131
Excellent first map!

Much Like my first map, your mapping something
exactly, and not really a playable map.

I love those intricate double doors, yet they are
scaled a little too big.

I can't nitpick this too much since it's obviously
your first or second map, but heres a few suggestions:

-Learn how to use textlights. Only use pointlights for
effects like flickering. And if you do use pointlights,
make sure you build a fixture for them!

-Add more detail like more furniture, chalkboards,
molding, toilets, paper towel dispensers, etc. ANYTHING
that's there in real life is fair game. I would say be
careful not to add too much detail, but nobody ever
seems to do that!

-This map is gigantic. If you want to make it a
playable de map, modify/shrink the layout to make it
so you can run from one end of the map to another in
a reasonable amount of time, and it's not too
complicated.

Nice first map, and good luck with your future stuff!
Commented 17 years ago2006-06-03 21:44:58 UTC in vault item: My_House (CS or HL) Comment #12124
Commented 17 years ago2006-06-02 21:57:01 UTC in vault item: Xen Aquapark 2 Comment #12113
Oh almost forgot:

OMG make your map names smaller! (just kidding, but seriously)
Commented 17 years ago2006-06-02 21:56:29 UTC in vault item: Xen Aquapark 2 Comment #12112
Agree with exactly what Kasperg said.

+double waterfall(but still square as hell)
+your use of Xen models for props/traps was nice, but could be improved.
Commented 17 years ago2006-06-02 21:41:33 UTC in vault item: Robot Comment #12111
Sweet mecha work!

Nice touch with the target sprite by the keypad! (does the keypad do anything?)

It would be cool if you could make hime more interactive though, by say touching a button to open his missile racks, fire his cannons, toggle lights, etc.

Nice work!
Commented 17 years ago2006-06-02 21:26:54 UTC in vault item: Divine Time-Slip Comment #12110
Nice little DM map!

+light fixtues
++"WATERVATOR-- +10,000 points(never saw that before!!)
+/-Architecture is pretty plain, but adequete.
+intersting use of sprites
+nice ambients

Nice job, bu i award 5 stars for the "Watervator"...AWESOME

WATERVATOR.
5 stars