Comments

Commented 17 years ago2006-06-02 19:16:23 UTC in vault item: My_House (CS or HL) Comment #12109
They don't "look" any different, except for scale.

I first noticed this testing my "Battlefront_Turret" map.

In the cs version--which is what what I used to playtest the map--, the player "fit" perfectly inside the built turret.

When played in hl, the turret is noticably smaller, and you barely fit inside.
Commented 17 years ago2006-05-31 20:00:21 UTC in vault item: CCTV For Half-Life Comment #12093
Not your best innovation among the many you've created here, but the "fuzzy tv" effect looks cool, and it's still a neat idea.

Part of the problem too, is that you're not really fooled because of the scale/direction of the supposed camera. It "looks" like the hallway continues on from the room, not a camera shot.

If you make the scale of teh whatever is supposed to appear on the screen smaller, and give an off angle like 30 degrees or so, it would be much improved imo.

Perhaps with some minor changes, This could be much improved ;)!
Commented 17 years ago2006-05-31 19:41:43 UTC in vault item: Compo map - dewdle Comment #12092
Really nice work!

+Great/original theme choice, nicely implemented.

+Beautifully textured!

+/-Volumetric light looked perfect from some angles, and dreadfull from others. A major distraction imo, the effect still looked good.

+Excellent destructification!

-crates were totally out of place in this map :(

+the architecture in the room with the windowed hallway looked spectacular!

-ambients? Bird sounds and wind maybe would have been nice

-I could think of a million detail items you could add, but didn't. Broken statures, Altar, wrecked candle holders, holy water thingies, bibles, strewn garbage, etc.

It fits the theme though I guess, if the church had been pillaged, but would have made it more interesting imo.

All in all, a very nicely-crafted, original entry.
Nice work!
Commented 17 years ago2006-05-29 20:47:00 UTC in vault item: awp_farmstead Comment #12066
Now Daubster you can make a choice, I can either take this shit, or you can give it to me willingly...

I only played this briefly, but it literally Awesome!

First of all, the transition from map to sky is FLAWLESS--I truly felt I was "home on the range"--,and what a beautiful sky! Did Rim make that too? if so kudos...beautiful sky!

Rim's textures and WCD's model replacements I have on my system makes this very nicely source-looking. Textures are really nice, except the grass is a little unnaturally repetative--add some dirty, dusyt dirt areas, or some high-grass areas to vary the terrain a little more.

Nice subtle ambients, clean good architecture all make this map a joy...certainly the best AWP I can remember ever seeing. Rotation of the buildings was an excellent touch, as well those very unique hedges that you can shoot through! Nice name too...I've never heard that conjucntion before...Sweet! I'M THE FARMSTEAD, BITCH ^_^!

And finally the outhouse... I lolled and spit drink on my couputer, and then cursed your name for making me do that... :P!

You win, GOOD DAY SIR.

AND FOR ALL THOSE "awp maps are teh noob dumzorz" PLAY IT BEFORE YOU COMMENT!
Commented 17 years ago2006-05-29 20:07:46 UTC in vault item: Orb (Compo 20) Comment #12064
I just played it again, and was awestruck at the detail/subtleties of the orb's movement, as well the same with the destruction in it's totality.

I found walking around and watchiang at different angles was also nice, to catch things you didnt see a previous time/direction.

Subtle/masterful use of textures/brushwork made for beautifully crafted destructification in many places: the truck causing the lift to teeder, the crused staicrase, pillar, walls... all pulling off the effect perfectly without being to gaudy.

No errors or distractions come to mind, except some noticable "rampant" clipping in places, but what the heck...this map is at a level where I'd have to study the entity work for a month to truly understand it, so I'll just shut up now ^_^!

I don't normally rate anymore, but this qualifys as an exception

Superb work!
5 Stars
Commented 17 years ago2006-05-28 09:37:19 UTC in vault item: HL1 Engine Is Not Old Comment #12032
Agreed. Outside the gate, build the area outside of it, so when the player looks out, it looks real. Sort of like you did with the burning desk and the hallway--The player couldn't access that area, but you built it so it would look real.

Beautiful destructification! You should have entered compo 20 :) Broken stuff and holes are always a plus. Next time add some decal scorch marks and a "die freeman" for good measure :P!

Nice sounds and clean brushwork.

The biggest problem I have with this map is how tiny/tight it is. The corridors inside of the building are impossibly small for a dm match, and you can run around the entire thing in under 30 seconds.

Weapon placement isn't the greatest or most interesting either. Usually you have the "weak" weapons are easily findable, while good ones like the Egon gun are hidden.

Play some good dm maps, and highlight in your mind what you like and don't like about them, and apply to your map :P
Commented 17 years ago2006-05-27 20:10:07 UTC in vault item: cs_the_underground Comment #12030
I did not read the above comments, but I'm sure there is lots of good advice in them... and I would advise you to consider them seriously :)

My biggest pet peeves with this map are the gigantic/confusing layout, bland as hell texturing, and the utter lack of detail.

That said, I like the "feeling" this map gives me. I kept desperately trying to find a way out to see the sky, unsuccessfully. Even thouhg the ceilings and size of the rooms were pretty big, I still felt trapped, which is good for an undergound theme maybe.

Architecture is not the most interesting, but it's clean, and some potentially interesting stuff like the window that curves with the stairway--neat idea, even if it didn't turn out so well imo.

All and all, superb work for a first map!
Nice job :) !
Commented 17 years ago2006-05-26 08:51:09 UTC in vault item: Subway: The Longest Fall Comment #12022
TY :P

If your not going to fix it, move to unfinished please.

I'M THE JUGGERNAUT, BITCH ^_^!
Commented 17 years ago2006-05-24 03:48:01 UTC in vault item: Gyradell Comment #11996
Very Neat Stuff!

I love the ambience achieved with the sounds, sprites, and the lighting, and of course the distinctive Rimrook texturing.

Nice detail items like pipes, the capacitor-looking thingies, spaceship!, running lights for the landing bay, decorative "patio" lights, and of course the nice arches, arched halleays, floor openings, etc.

Even though you can tell by some of the blocky architecture that this is one of your earlier works, it's still an excellent map.

I was also mystified how you included a "crosshairs" for the func_tank...very very cool :)

Very Nice work!
Commented 17 years ago2006-05-24 01:44:15 UTC in vault item: Subway: The Longest Fall Comment #11995
No Elon.

The truth is, people forget wads all the time...and that's acceptable.

If you're telling me it's impossible for this guy to find someone who has the wads--opfor, wanted, specialists--, and to recompile it in a usable form, I'm sorry, I just don't buy it.

The truth is, knowing something is fucked up, and doing nothing about it is bs, period.
Commented 17 years ago2006-05-21 15:47:21 UTC in vault item: Subway: The Longest Fall Comment #11974
"WARNING: could not open wanted.wad..."

As your attorney, I would also recommend to not include the config.cfg, as it resets all our precious binds... ;)
Commented 17 years ago2006-05-20 17:56:17 UTC in vault item: Losspower Comment #11962
Alex: yes he used prefabs, but he had a lot of his own props and detail itmes too!

Very nice stuff!

Just the right length for a mod...not too long or short, and a nice degree of difficutly, but not impossible :).

Excellent use of detail work too. I loved the use of decals, props, and the blocks blowing out from the tripmine....nice!

Excellent Xen stuff!

A little better defined story, scripting, and sequences could make this even better, though you pulled off the Xen "outbreak" theme pretty well.

Nice Work :)
Commented 17 years ago2006-05-19 17:07:07 UTC in vault item: Life's End Comment #11941
Superb work!

I didn't play the whole thing, but it looked quite amazing to me!

Little things like the gametext poping up when you read the memo, nice detail and props, really were the icing on the cake for this for me. The rooms you could look into but not access were nice, and had some cool things too like the female HEV, and lots of other stuff I probably have forgotten. NCC-1701 PROP FTW!

Interesting, different rooms/areas, sprinkled with ones we're familiar with--excellent! the architecture wasn't overly exquisite in most areas, but you pulled off the theme perfectly, and with some originality! Bravo!

Gameplay was fun and not too hard. Great scripting throughout.

Superb work!
Commented 17 years ago2006-05-19 16:39:51 UTC in vault item: Scientist Firing a Shotgun Comment #11940
Very nice work!

I still don't understand exactly how it works--me scripting and MM n00b--, but I can appreciate the finished product :P
Commented 17 years ago2006-05-19 15:08:06 UTC in vault item: Mansion Comment #11938
Wish I could look at it...someday I'll have source installed :(
This comment was made on an article that has been deleted.
Commented 18 years ago2006-05-15 15:08:27 UTC in vault item: Vital Signs Comment #11874
Neat stuff!

Quite nice Architecture and texturing, and pwn use of decals to really make a room look great--numbers and streed decals looked pwn on those doors at the beginning!

Lighting is a little dark for my taste, but I suppose it's part of the theme.

Gameplay is fun, and not too hard, but a few things I didn't like:

-In the crate room, it was unclear to me that you had to break that meatal grid to go into the floor, and I roamed around in that room for a long time pointlessly tryint to jump on boxes. This illustrates one of the 2 mistakes--well, imo anyway :)--I see for breakables a lot:

1. Their health is set way too high.

2. It's unclear that they're breakable, because of the material they're made out of. I usually try to make breakables out of really "weak-looking" materias, so it's apparent they're so. Also in the third to last room, you have the valves blocked by the same material, but now it isn't breakable--inconsistent!

lso, if the lighting was brighter, or if you put a subtle water ambient sound by there, it also would of been a nice clue .

++The architecture in the second to last room was amazing!

Very nice work!

A
Commented 18 years ago2006-05-15 14:18:32 UTC in vault item: False_Accretion Comment #11871
Nice for such an old map!

Though the map is way too huge and has a somewhat muddled/boring theme, you have some very nice sturctures in there, like: the black hallways that themselves extend into the room--never saw that before!--, and the room with the exposed trusses was quite interesting too. There were other interesting areas, but my memory isn't that good!

Nice Work!
Commented 18 years ago2006-05-15 14:05:23 UTC in vault item: Grid Comment #11869
Very tight, and very blocky, but cleanly assembled and textured anyway.

Neat layout though, just needs to be bigger imo.
Commented 18 years ago2006-05-15 14:00:20 UTC in vault item: Undertime Comment #11868
Gameplay is dodgy and repetative, but what the heck?

Lots of nice stuff in the map, and I can tell you put some time into it.

Plus, I can say I've never seen anyone render monsters--the headcrabs-- to nealy invisble...what an excellent idea!!!

This map isn't the best imo, but I will look forward to seening new stuff from you, as I like your ambitious style :)
Commented 18 years ago2006-05-15 13:45:44 UTC in vault item: Compo 20 - Poor Kasperg Comment #11867
"This map is poo..."

A funny way to describe a map, but totally untrue...seems like spam to me.

<rowleybob yells in the most masculine voice he can muster: "Mods!">

^_^
Commented 18 years ago2006-05-15 13:40:33 UTC in vault item: Tesla Coil Comment #11866
Red Alert 2 FTW!

Pretty simple stuff, but some nice touches just the same:

+Animated texture looked perfect!
+Many-sided cylinders looked nice.
+The architecture/texturing was very clean

I realize this is just an example map, but some minuses/suggestions:

-make the room bigger
-give your lights sources--something that looks like a light fixture--
-generallydon't use pointlights unless you require blinking, or some other effect.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-05-14 17:22:56 UTC in vault item: Compo 20 - Penguinboy Comment #11851
++The curved stairway going into the generator room looked breathtaking.

--everything else lol :) I get teh joke, but it's kinda lame sorry...
This comment was made on an article that has been deleted.
Commented 18 years ago2006-05-14 17:00:29 UTC in vault item: Orb (Compo 20) Comment #11848
++ Superb Destructification
++ Superb Sequences of moving, destructed objects like the truck
++ ORB is awsome!!!
++ Including .rmf--I can't wait to see how you did some of that stuff!
++ Good Story
++ Clean work, with good performance

Superb job!
Commented 18 years ago2006-05-13 18:11:08 UTC in vault item: Earthquake [compo 20] Comment #11828
Some nice destructification. Good detail peppered through the map.

--scarce ambients except the dripping sound, which was repeatative quickly

--Lighting was fine, but a bit tame, and no sources for them as Muzz said.

--needed some more interesting detail/destruction imo.
Commented 18 years ago2006-05-13 09:01:04 UTC in vault item: Earthquake [compo 20] Comment #11822
Wad is still missing! You have about 9 hours before the compo closes...update that shit!
Commented 18 years ago2006-05-12 16:45:07 UTC in vault item: Compo 20 - Locked In Comment #11813
++Superb cutscent/clairvoyant concept, and superbly implemented! Kudos/points for origniality :P!

++Excellent use of sprites/lighting to achieve beautiful vistas. Very subtle, beautiful work.

++Great ambience.

++Great Destructification where you could find it. Besides some of the vistas like the steam/fire venting, the fire door looked great too. The sprite/lighting by the skeleton at the end looked amazing too!

Other debris and destruction you had was also nice, you just needed more imo.

Excellent work!
Commented 18 years ago2006-05-12 16:25:37 UTC in vault item: Test of Destruction Comment #11812
++Glad to see got your entry up, despite losing the original^_^!

++Minimod format!!(no config.cfg file FTW, +1000 points)

++Superb retextuing/ambience/enviroment/lighting, like Zombie's actually!

++I like how when you fall in the whole you automatically spawn to the beginning...teleport?

++Exquisite Volumetric light at the end!

?? did I hear Kitty-Cat purring by the second to last headcrb, or am I going crazy?!
Anyway kudos to you if you added the kitty sounds ^_^!

+/-Triggers/scripting pretty good, but tame imo...I shouldn't talk, the gameplay in my entry was almost nonexistant!

Excellent work!
Commented 18 years ago2006-05-12 16:12:41 UTC in vault item: Compo 20 - Interior Comment #11811
++Glad to see you actually entered ^_^!

++Minimod format!!(no config.cfg file FTW, +1000 points)

??What is the batch file...for WON users??

++Holy Jesus, nice custom splash!

++Nice game text, and accompanying sounds--really cool :)

++Superb retextuing/ambience/enviroment/lighting!

++Nice triggers, and scripting.

++fun gameplay and breathtaking visuals, and story!

--Can't really think of any, sorry :P!

You can tell a lot of work/time/thought went into this.

Superb work!
Commented 18 years ago2006-05-12 15:40:06 UTC in vault item: Compo 20 - Poor Kasperg Comment #11810
++Glad you found the leak ^_^!

++Minimod format!!

--don't include config.cfg, as it buggers the binds. If there is some other important reason for keeping this in the minimod format, please "fix" my ignorance :)

++I love the extent of the the detail work at the windows...superb!

++Ambience/lighing! Loved the shakes and explosions/gunfire as well.

++Ending! funny and good.

++Nice smash texturing on the truck!

--the only possible minus I can think of is to add more detail in places, or "refine" the detail you already have--more advanced brushwork, more decals, different texture choices, etc.

Great job!
Commented 18 years ago2006-05-12 14:34:56 UTC in vault item: Compo 20 -noname- final Comment #11808
Thank you All for your comments and suggestions ^_^ !

I agree with all of the constructive critiques, though I don't think I'd make any more changes, even if I've had an additional week! I'm just really tired of this project right now :)

I did however submit one more entry that addressed or tried to address these issues:

-Water by the processing sign--Dauby!: I extended the brush to the bottom of the deepest part, but when you walk/swim down there, there's still no visible water...oh well, I tried!

-Water color--Dauby!: I changed the water flowing from the pipe to to color of the flooded area, and it looks much better imo...thanks!

-"floatables"--capt !: I tried to adjust them so they weren't so annoying and thought about removing them completely...but the room looked to plain imo without them, so they're still there.

-Submodel bounding boxes--Capt P!: I tried various methods to make them passable, but with no success :( So, I tried to keep them mostly out of the path of the player to minimize stuck points.

-HEV suit--ZL!: Yeah, you can tell I don't make SP maps often, a big mistake that I will not repeat on the next one!

Good luck to everybody!
Commented 18 years ago2006-05-11 18:14:51 UTC in vault item: Compo 20 -noname- final Comment #11776
TY!

The submodels bounding boxes--is that the right term?--make moving around them difficult at best...and way too many models makes the "too many visible enities" thingie come up alot too!

There might be one more version of this, but it has lots of problems currently :(

Thanks again for the pointers and suggestions! ^_^
Commented 18 years ago2006-05-11 12:41:06 UTC in vault item: de_inca Comment #11768
I still don't have the HL2 wad, so I can't open it right now:

"WARNING: Could not open Halflife2.wad"
Commented 18 years ago2006-05-11 12:23:49 UTC in vault item: Compo 20 -noname- final Comment #11767
TY for the nicey comments :)

I disable the rating, since I generally don't give maps I comment on ratings any more, It's hardly fair to ask for them. Plus, who isn't afraid of the dreaded 2-star rating :P
Commented 18 years ago2006-05-10 09:57:42 UTC in vault item: Hollow Toruses Comment #11754
TY Master Dauby!

Would have been wholly impossible for me without using the method you mentioned in the "Mapping Tips" thread.

It didn't really take that long. What took longer for me was trying to get the lighting/texturing ok, but in the end it turned out to be a great exercise for both!

:)
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Commented 18 years ago2006-05-06 01:27:22 UTC in vault item: TWV_scoutzknivez Comment #11675
Did you expect anything else from releasing an almost exact copy of ScoutzKnivez?

This is a mapping site more than a CS map dump, so you might consider making some nice improvements to it from what you've learned at this site.

That said, I've logged tons of hours on this sort of map, becuase it IS lots of fun.
Commented 18 years ago2006-05-05 12:49:29 UTC in vault item: sk_death Comment #11668
Your absolutely right, how could I forget to rate...

5 stars all the way...excelent...

5 Stars
This comment was made on an article that has been deleted.
Commented 18 years ago2006-05-05 11:39:06 UTC in vault item: fun_pitch-black Comment #11666
Elon: This is a 5 Star map...deal with it.

5 Stars.
Commented 18 years ago2006-05-05 04:51:54 UTC in vault item: fun_pitch-black Comment #11660
Shit I forgot to rate...

This map is clearly 5 stars.
Commented 18 years ago2006-05-05 03:56:46 UTC in vault item: fun_pitch-black Comment #11657
Shit I forgot to rate...

This map is clearly 5 stars.
Commented 18 years ago2006-05-03 18:36:34 UTC in vault item: fun_pitch-black Comment #11636
I almost never comment on a map without playing it first, but since I have no one to play it with, I don't see the point if it's pitch black.

Still a mildly interesting idea to possibly increase your skills, determining where another player is just by sound.
Commented 18 years ago2006-05-01 21:40:53 UTC in vault item: Operation Overlord Comment #11622
op_overlord 1
Impressive work. In the whole thing I didn't see the wpolys go above 800, even when you're in the water and can see the whole thing!

Parajump sequence was cool, like de_volare--I think they copied you!

Did you do the modelling work? Very nice stuff.

My fav part of the map tho was the grappling hooks. Quite realistic for HL, since I was pretty scared climbing up, and down especially! Yes, I am afraid of heights :)

sidenote: I never really play TFC, but for some reason I run it with -dev under launch properties, it freezes at the spalsh screen...

Is there a way to noclip in TFC?

op_overlord 2
Most Impressive stuff. The boat ride was realistic with the roll and yaw.

I didn't play it for that long, but I will explore it more later. Also ver impressed by how you blended the sky with the map features--looks pretty good!

op_overlord 3
Have not played it yet, but I'm sure it's excellent.

Outstanding stuff!
5 stars "for great justice"
Commented 18 years ago2006-04-30 17:24:04 UTC in vault item: Bean With Bacon Mega Rocket Comment #11615
Nice, clean stuff!

Add the toony textures and background, and it will look exactly like it!

I never played Commander Keen... was it like Monkey Island or Roger wilco?

Ah the old PC gaming memories...

: )
Commented 18 years ago2006-04-29 16:00:10 UTC in vault item: Grunt Bust Door Comment #11605
Really cool Saco.

Maybe you could toggle env_sprites to follow the trail of the torch, to make it look like the door was being burned, and/or toggle lights after the torch trail to make it look like it's glowing a bit.

This said, the effect looks excellent as-is.

Another idea, is you could move the torch more towards the middle of the door, and give the "torched" door a more irregular shape. When the door falls you could also give the edges a nice bright orange texture to denote the molten cut metal :P

Really neat stuff, good job!
Commented 18 years ago2006-04-29 15:47:02 UTC in vault item: sk_death Comment #11604
Better than the first two, and the brushwork that IS there is clean, if not blocky.

"Blocky" architecture is denoted by brushes being too square, simplified, and/or too thick...as if someone built your entire map out big ice cubes :P

For example, your stairs are really nice and cleanly brushed--no intersections or invalids--but they are blocky. The steps are way too thick, and the stairwell design is oversimplifed to the point it doesn't look real--no supports on the corners.

This map is skyboxed like the previous two. In a map as sparsely detailed as this, performance isn't an issue, but once your maps become more robust, skyboxing is going to boost your wpolys, and make your lighting look shitty.

If you don't know what skyboxing is, seach the forums, and ther is also an example map about it.

The layout is wide open and basically a 1-room killbox. If that's what you're going for, fine, but I don't think it would be that fun to play.

From the looks of your maps, it looks like you play lot's of FY maps. Though these maps are fun, they are certainly nothing to brag about aesthetically. Try mapping a place you know well and like, or any "real" place.
Commented 18 years ago2006-04-28 21:44:29 UTC in vault item: Hollow Toruses Comment #11602
Thank you!

I know what you mean in terms of practicality. The whole thing is a func_wall too, so lighing is pretty basic/limited too unfortunately.

Another flaw is that after I rotated/clipped each part, I tried to shore up the verticies to make it cleaner, but it created 50,000 invalid solids...so it's pretty much as clean as I could get it.

All in all an interesting shape, if nothing else, and while not entirely practical, it gives a bit of an idea the flexibility Daub's method allows.

Sort of reminds me of the Nemodian ships from Episode I, or the original "Lost In Space" spacecraft lol :)