Commented 14 years ago2009-11-28 06:18:28 UTC
in vault item: dm_uselessComment #4468
Yeah. It's the church from Citizen. I credited Kasperg in the text file in the download (and in the in-map credits, if you can find them). We have an agreement about using each other's stuff.
(Everything else in the map (apart from a bunk bed model - see credits) is me)
The water tower - it wasn't originally accessible. But, the first time this map was tested online, the no.1 request made by players was to have that tower accessible as a sniper spot. So I figured I might as well please the crowd. I'm not a great fan of it either - although it does offer a nice view of the death-ray trap.
Clipping. Yes. I was lazy with the clipping. You can get stuck on stuff. I might fix that when I am terminally bored sometime.
I guess one of my sub-aims in this map was to see if a 3D skybox could be made to seem unneccesary. But it doesn't look like that worked so well.
/edit
about the high texture scale on the displacements -- it's as low as Hammer would allow it to go! (I'm talking about the lightmap scale, which I hope is what you're talking about too)
Sorry about the example file. I sent it to the admins of this site a few days after writing the tutorial but they never bothered to update it.
I don't hang around here anymore for various reasons, but I've progressed a lot on this subject so if anyone has any questions they are free to ask me.
I probably wont' reply to messages sent on this site, but if you've downloaded any of my work - then you have my email address.
Commented 16 years ago2008-02-20 16:44:28 UTC
in vault item: The CitizenComment #16433
New version is done. The current host is a bit poo, but hopefully I'll get a faster mirror soon, and also more download links will be available from PlanetPhillip soon.
Changes in the new version:-
Overlay problems for people running in DirectX7 mode are fixed.
Fixed the squad turning on you in certain circumstances.
Fixed being able to get into jail without offending.
Fixed the churchbell spawning too many NPC's
Improved skyboxes in some maps
Some minor general gameplay changes
Some minor acting scene and cue changes
Some lighting additions and changes
Some decal additions and changes
Additional detail work in some areas
Additional dramatic music at the ending
A small scene has been added to the secret ending, along with Andy B's Explorer Award plaque
Added texts to indicate when an easter egg is found
Commented 16 years ago2008-01-21 08:39:34 UTC
in vault item: The CitizenComment #16268
Woo!
A few people have mentioned, in the reviews and also elsewhere, that they're waiting for the update. Well, the update is still coming, and is in fact mostly complete.
There's just one snag that needs to be gotten around, and that has been hindered by Kasperg's mysterious vanishing from my internets lately. I haven't heard from him in weeks.
Commented 16 years ago2007-11-23 07:36:31 UTC
in vault item: SilentFear v1.4Comment #16034
I looked at 1.3 and I was pleased to see you'd taken some of my advice. It has improved a little from 1.2. But you need to actually lengthen this thing now.
Keep going, let me know when you have 15 minutes worth of gameplay and then I'll have another look.
Right now it's a bit too short to say much else.
If you want my help with anything specific, PM me.
Commented 17 years ago2007-11-21 18:23:23 UTC
in vault item: SilentFear v1.4Comment #16030
Good to see you trying out some Singleplayer work, Ghetto
It is the true path
You have tried to get a bit of atmosphere going, and begun to succeed. Only a little so far, but it's definately a start.
I suggest you try to add to what you have in a way which makes it look more like a real ship. Make some windows which show other rooms which the player can't get to, but he can see into them. Fill them with the kind of things you might find on a Russian ship.
Try and vary the lighting more, and definately add more detail to structures which you want to appear broken.
Add detail to what happens too. It would be nice, for example, when the explosion blows a small hold in the roof, if something were to fall out of the hole. Maybe that's how the crowbar could appear, instead of just being on the floor. Or just some metal bits, to make it look like a part of the ceiling really did just blow up.
Commented 17 years ago2007-11-14 15:32:40 UTC
in vault item: The CitizenComment #15983
Thanks Satchmo. I'm glad you're having some fun with it.
We will definately be doing an update at some point. Since release, there are a few fairly big bugs that have been uncovered. They don't affect everyone, so there's a fair chance you'll get through without problems. But if you do see any problems, let us know. We're going to fix them.
If the airboat is annoying you too much, it won't stop you finishing the game if you want to leave it behind. And even if you keep it for as long as you can, you won't have it for a very long time.
Commented 17 years ago2007-11-12 16:08:32 UTC
in vault item: de_hospitalComment #15954
I really like the effect you've used on the floor in that one room, where there are volumetric light brushes. I assume it's an overlay, and it really is a good effect. I like it. It makes the light coming through the windows very believable.
The volumetric brushes themselves are good too, but I think a slow moving subtle texture would make them look even better.
The rest of the map is nowhere near as good as that bit. The architecture is very blocky, and the texturing isn't all that good either. It didn't really look like a hospital to me. There isn't a skybox either!
The lighting, apart from the bit I already mentioned, is not very good. Try using less normal 'light' entities, and more light_spots instead. Play with them. Set the outer angle of the light spot to 89 and the inner angle to 65-70 to make a spotlight which lights a large area. Try and get more of a variation of colour in your lighting in relatively small spaces - but always explain where lights are coming from too.
I don't know if there was any ambient sound because I played with my speakers off (the wife was watching TV) but I'd hazard a guess that there wasn't. But correct me if I'm wrong.
What you need to do now is take the attention you paid to that light effect I mentioned at the start, and apply that level of detail to absolutely every single little part and aspect of your map.
Commented 17 years ago2007-11-11 09:56:38 UTC
in vault item: dm_particleComment #15926
Nice. A bit dark in places for me, but nice and neat overall.
Where it's not too dark, the lighting is good. I like the sprite-illusions of light glare that you've put on appropriate lights. And those stairs (which you can see in the screenshot too) look lovely.
A good level of detail throughout.
Some sound ambience, but lacking in some areas. Once again though, put some gunfire in and you probably would never notice.
Judging this compo looks like it's going to be tough!
Commented 17 years ago2007-11-11 06:30:32 UTC
in vault item: dm_biologicalComment #15925
Wow, very nice indeed.
The architecture is beautiful all around. Your curves are fantastic!
That magic-light bridge is a nice touch, and looks good.
The lighting is excellent except for one little thing - some of your volumetric light brushes don't line up correctly with the light cast through the windows onto the floor. That bugged me slightly. The one to the right of the one in the screenshot, which you can't see in the screenshot, is the worst one. Although the screenshot doesn't show it, the one shown in the screenshot is off too, although it's not as far off as the one to the right.
Fixing these volumetric light brushes could be pretty tricky and consist of a lot of trial-and-error. I can understand how you left this when you were working to a deadline.
The map could really do with some more sound ambience, but I suppose you wouldn't notice that if there was a big fight going on. It was very quiet when I was walking around all alone.
Commented 17 years ago2007-11-10 15:41:50 UTC
in vault item: dm_vapourComment #15922
Nicely put together.
Reminds me of Blade Runner, only not quite as tall.
The general mapping quality is high.
The custom signs are very pretty, and the layout is great. The mapping is of a good standard and it seems pretty 'real'. There is a lack of sound ambience, but I'm sure 16 people firing guns at each other would give you enough to listen to anyway.
Bang up job
This comment was made on an article that has been deleted.
Commented 17 years ago2007-10-14 09:16:49 UTC
in vault item: fy_catalyst_V1Comment #15775
+ Gameplay layout is half decent (for an FY map)
+ Decent concept
- Architecture is basic and blocky
- Custom textures are gaudy and make the eyes bleed. They might fit the theme, and you've done a decent job of 'tiling' them, but they are still horrible.
- The lights are boring, and they come from nowhere.
Commented 17 years ago2007-10-06 07:03:47 UTC
in vault item: Block H: Northern IrelandComment #15738
Nice.
+ Lots of high quality custom content. + Big area, with good gameplay layout. I can see this being lots of fun with lots of players. + Lots of great little details + Nice huge skybox model
- The huge flat, square walls around the edges are a little bit disappointing. - The lighting could be a lot more interesting - filefront is annoying
I'd give the map 4 stars, but the effort which has obviously gone into the excellent custom content pushes it firmly up to 5 overall.
Commented 17 years ago2007-10-02 15:34:21 UTC
in vault item: dm_bulkComment #15719
If you actually read the brief on the map, you'll see that the whole point of the competition (that this map was made for) was to only use the original HL textures.
So comments on the textures being overused, are stupid.
1. There are two (that I found) invisible brushes in the middle of the road which stop players moving through them for seemingly no reason. This seemed a bit odd.
2. The music is cool but doesn't seem to actually come from anywhere.
Apart from those things, great map. Your attention to detail is great.
Commented 17 years ago2007-10-01 15:58:32 UTC
in vault item: fy_reflectiveComment #15712
You're right about just-players sometimes not noticing things because they don't know how the engine works. But on a site full of other mappers, almost everyone will notice.
In the end it's good -- even someone who understands the illusion will be impressed by it if it is good enough - so if you impress us mappers with a reflective floor in GoldSrc, then the average player is going to shit themselves in delight when they see it. This is something I recommend you aim for, if you want to progress to making truly great maps. Exceed expectations. Surprise people.
If you made the floor a bit less transparent, and lined up the lights on the ceiling, it would be a very good reflection. It's just at the minute, the floor actually does look non-solid.
In reality, a floor would have to be VERY shiny, almost like a mirror, to have a reflection as clear as the one in this map. And the texture you have on the floor does not lend itself to appearing THAT reflective. Make it more subtle. Make it so the reflection is still there --- but you can't quite see it clearly. Make the floor look pretty solid, even though it's not. It will look much more realistic.
Expanding the map could be good. But if it was me, I'd start again. Come up with a plan before you start, and try to stick to it.
Outdoor areas are nice, and you should definately think about making some in the future for your maps. Be warned however, that outdoor areas are much more difficult to make look realistic and pretty.
Commented 17 years ago2007-10-01 13:46:37 UTC
in vault item: fy_reflectiveComment #15709
The architecture is slightly better than I had expected. It's mostly blocky, but at least you've tried to round off some corners.
The reflective floor is a nice try, and 'makes' the map because without it things would look very boring. It shows that you have at least put some thought into how to make the map look better and more unique.
However, I think the floor is a bit too transparent, and it actually looks like what it is - a room underneath. Also - the blue lights on the ceiling don't match up with the ones down below -- in fact I'm sure there is one extra light in the 'reflection'....
Also, when you break the windows, they don't break in the 'reflection'. I can't remember if you can actually fix this in GoldSrc, but if you can, you should.
The scale is a bit wrong in places. Such as the sofa and the filing cabinets in the middle of the walls of each side -- they're far too big when compared to the other desks and bookcases, so they look strange.
I've seen worse lighting --- but the lighting here could still be better too. I realise that lighting a small FY map like this requires some attention (so you don't unbalance the teams chances) but if you want a map which looks really good, then you must get some contrast and variety in the lighting.
There are a couple of badly aligned textures, and some which look horribly stretched too.
It's very small - even for an FY map. It's basically one room. (Well two, if you count the reflection) I can't see 10 people staying on this map for hours.....
It's only worth two stars I'm afraid.
But two stars is an entire world better than one star
Commented 17 years ago2007-10-01 12:55:02 UTC
in vault item: dm_bulkComment #15708
Wow. This is stunning.
Looks beautiful - great architecture, great lighting, great layout, and wonderful attention to detail all around.
The only thing I could find which didn't look perfect was that several of the inner doorframe trims have one texture which doesn't line up exactly, but then only on one side of the door. A minor thing - and I had to be picky to even notice it. I couldn't find anything else wrong at all.
Commented 17 years ago2007-08-22 13:22:49 UTC
in vault item: DungeonComment #15577
Better than I expected ... although horribly unfinished! I'd say the map needs to be ten times bigger than currently in order to fit the dungeon theme well.
The architecture is basic (and very square), but cleanly made. I can see you're getting into good habits early on. But I would say you should experiment with more complicated brushwork. PM me if you want help.
The lighting in the starting area is much better than what I have come to expect from people's early maps. It's not "good" in the grand scale of all maps, but you've at least managed to achieve a sense of atmosphere with it, so well done.
It's raining, but it doesn't sound like it's raining.
The gate opens downwards. This seems wrong to me. Also, the texture on the top/bottom of the gate needs adjusting so that it still looks like a gate when you open it.
The spiral staircase is a nice try, but I suggest you remake it a few times and work out how to blend it into the surroudings more. Currently it's sitting inside a box, and it doesn't really look like it's part of the structure.
The starting area would benefit from a displacement floor. it would be a good place to learn how to work with displacements if you've not tried them yet.
The walls, especially inside, would benefit from having details added to them to break up the monotony of the flat textures. Try using overlays, and perhaps add detail solids here and there to make walls seem a different shape.
Commented 17 years ago2007-08-16 04:31:04 UTC
in vault item: Lost Campus v2.0Comment #15563
I quite liked it, it's pretty good for a first Source map. It has problems, but I'd say it's worth more than two stars.
Most of your glass textures tend to flicker when you're moving your viewpoint across them. You can avoid this by texturing the glass solids entirely with the nodraw texture - and then just applying the glass texture to the one side that you need to be the glass window. Don't worry, this works no matter which way the player is looking through the window, even though it doesn't look like it will in Hammer.
And, although this doesn't affect all the windows, quite a few of them sound like wood when you whack them with the crowbar.....
It really needs a 3D skybox. A good one would add a lot to this map.
Your texture variety is good, but your actual use of the textures is only average. For example, on your wooden handrails you've applied a wood texture to all sides. This looks ok - but a bit Half Life 1'ish. If you spend time resizing, rotating (when needed) and lining up the textures so that the edges of them correspond to the edges of the solid as far as possible, then you'll end up with a much neater looking piece of work. It might seem a lot more work at first, but you can compensate by making a small section of what you're doing with this kind of attention, and then cloning that part to make the rail longer. That's what I do to make repetitive things like long railings.
As said earlier, your doors do leave something to be desired. However I liked the decoration you put on one of the inside ones. It's only a simple thing, but I thought it looked quite nice. And generally, I've seen much, much worse doors in other people's first Source maps.
Also as said before, you need to practice neatness with your vertex manipulation. There's nothing wrong with the VM in this map (IE the map works) but it could be somewhat neater. Improper VM can easily cause map-crushing errors, so it's worth being precise with it, for the sake of saving frustration in future projects.
Despite the flickery glass, the ornate window on top of the building looks very nice, especially when the sun glares through it There are also some other bits of architecture which are fairly impressive.
Commented 17 years ago2007-08-07 08:05:47 UTC
in vault item: de_monComment #15534
I'm running a non-GT 6800 here. I can only manage 4xAA and 8xAF with this card. But with those settings, in 1280x1024, it's never below 120fps on this map.
Commented 17 years ago2007-08-06 13:22:59 UTC
in vault item: de_monComment #15522
Definately one of the better maps I've ever seen for the GoldSrc engine.
Very ambitious, and very well done.
I thought that a couple of the big treeline textures were a little bit over-stretched, but this is being rather picky. The rocks and cliffs are very good, and the layout is really good too. Things go a bit wierd when you're underwater, but I'm not sure you if could do much about it on this map. I think there could be more shadows, but again I'm being picky.
Commented 17 years ago2007-08-05 09:21:12 UTC
in vault item: High streetComment #15500
Yes, because when you make a crappy map and the members of a mapping site say it isn't good, it's not because your map is bad - because that just simply isn't possible. It's that the members of the mapping site have no idea what they're talking about, every time
(Everything else in the map (apart from a bunk bed model - see credits) is me)
The water tower - it wasn't originally accessible. But, the first time this map was tested online, the no.1 request made by players was to have that tower accessible as a sniper spot. So I figured I might as well please the crowd. I'm not a great fan of it either - although it does offer a nice view of the death-ray trap.
Clipping. Yes. I was lazy with the clipping. You can get stuck on stuff. I might fix that when I am terminally bored sometime.
I guess one of my sub-aims in this map was to see if a 3D skybox could be made to seem unneccesary. But it doesn't look like that worked so well.
/edit
about the high texture scale on the displacements -- it's as low as Hammer would allow it to go! (I'm talking about the lightmap scale, which I hope is what you're talking about too)
I don't hang around here anymore for various reasons, but I've progressed a lot on this subject so if anyone has any questions they are free to ask me.
I probably wont' reply to messages sent on this site, but if you've downloaded any of my work - then you have my email address.
Changes in the new version:-
- Overlay problems for people running in DirectX7 mode are fixed.
- Fixed the squad turning on you in certain circumstances.
- Fixed being able to get into jail without offending.
- Fixed the churchbell spawning too many NPC's
- Improved skyboxes in some maps
- Some minor general gameplay changes
- Some minor acting scene and cue changes
- Some lighting additions and changes
- Some decal additions and changes
- Additional detail work in some areas
- Additional dramatic music at the ending
- A small scene has been added to the secret ending, along with Andy B's Explorer Award plaque
- Added texts to indicate when an easter egg is found
- Repositioned all existing in-game text
Enjoy!It is fixed in the update, along with many other things.
The update is back on track again, and will be released pretty soon.
A few people have mentioned, in the reviews and also elsewhere, that they're waiting for the update. Well, the update is still coming, and is in fact mostly complete.
There's just one snag that needs to be gotten around, and that has been hindered by Kasperg's mysterious vanishing from my internets lately. I haven't heard from him in weeks.
Keep going, let me know when you have 15 minutes worth of gameplay and then I'll have another look.
Right now it's a bit too short to say much else.
If you want my help with anything specific, PM me.
It is the true path
You have tried to get a bit of atmosphere going, and begun to succeed. Only a little so far, but it's definately a start.
I suggest you try to add to what you have in a way which makes it look more like a real ship. Make some windows which show other rooms which the player can't get to, but he can see into them. Fill them with the kind of things you might find on a Russian ship.
Try and vary the lighting more, and definately add more detail to structures which you want to appear broken.
Add detail to what happens too. It would be nice, for example, when the explosion blows a small hold in the roof, if something were to fall out of the hole. Maybe that's how the crowbar could appear, instead of just being on the floor. Or just some metal bits, to make it look like a part of the ceiling really did just blow up.
Keep at it!
We will definately be doing an update at some point. Since release, there are a few fairly big bugs that have been uncovered. They don't affect everyone, so there's a fair chance you'll get through without problems. But if you do see any problems, let us know. We're going to fix them.
If the airboat is annoying you too much, it won't stop you finishing the game if you want to leave it behind. And even if you keep it for as long as you can, you won't have it for a very long time.
I hope you enjoy the rest of it
The lack of much sound was a bit disappointing but it would be less noticable if people were actually fighting on the map.
The clips were understandable, but being stopped by an invisible wall is always a bit irritating, no matter how justified it might be.
I gave dm_particle 5 stars and this is just as good, if not better, so 5 stars for this as well.
The volumetric brushes themselves are good too, but I think a slow moving subtle texture would make them look even better.
The rest of the map is nowhere near as good as that bit. The architecture is very blocky, and the texturing isn't all that good either. It didn't really look like a hospital to me. There isn't a skybox either!
The lighting, apart from the bit I already mentioned, is not very good. Try using less normal 'light' entities, and more light_spots instead. Play with them. Set the outer angle of the light spot to 89 and the inner angle to 65-70 to make a spotlight which lights a large area. Try and get more of a variation of colour in your lighting in relatively small spaces -
but always explain where lights are coming from too.
I don't know if there was any ambient sound because I played with my speakers off (the wife was watching TV) but I'd hazard a guess that there wasn't. But correct me if I'm wrong.
What you need to do now is take the attention you paid to that light effect I mentioned at the start, and apply that level of detail to absolutely every single little part and aspect of your map.
And then, it'll be really good!
I decided to update the main download link with that one. It seems a lot faster, and it won't make you wait in line.
If it's bad for you - use this one:-
http://timmeh.me.uk/mirrors/The%20Citizen.rar
Where it's not too dark, the lighting is good. I like the sprite-illusions of light glare that you've put on appropriate lights. And those stairs (which you can see in the screenshot too) look lovely.
A good level of detail throughout.
Some sound ambience, but lacking in some areas. Once again though, put some gunfire in and you probably would never notice.
Judging this compo looks like it's going to be tough!
The architecture is beautiful all around. Your curves are fantastic!
That magic-light bridge is a nice touch, and looks good.
The lighting is excellent except for one little thing - some of your volumetric light brushes don't line up correctly with the light cast through the windows onto the floor. That bugged me slightly.
The one to the right of the one in the screenshot, which you can't see in the screenshot, is the worst one.
Although the screenshot doesn't show it, the one shown in the screenshot is off too, although it's not as far off as the one to the right.
Fixing these volumetric light brushes could be pretty tricky and consist of a lot of trial-and-error. I can understand how you left this when you were working to a deadline.
The map could really do with some more sound ambience, but I suppose you wouldn't notice that if there was a big fight going on. It was very quiet when I was walking around all alone.
Overall, definately a strong 5-star map.
Reminds me of Blade Runner, only not quite as tall.
The general mapping quality is high.
The custom signs are very pretty, and the layout is great. The mapping is of a good standard and it seems pretty 'real'. There is a lack of sound ambience, but I'm sure 16 people firing guns at each other would give you enough to listen to anyway.
Bang up job
+ Decent concept
- Architecture is basic and blocky
- Custom textures are gaudy and make the eyes bleed. They might fit the theme, and you've done a decent job of 'tiling' them, but they are still horrible.
- The lights are boring, and they come from nowhere.
- The ceiling uses a horrible dev texture
A good idea, but poorly executed.
The shadows on the water look nice, I'll give you that.
And the brushwork is the best I've seen you do so far.
But you still have a lot to learn. There are many things about this map that still scream "beginner!"
I'll give this 3 stars to encourage you. Mainly because of those water shadows. I liked those!
But you're a million miles away from 4 stars
Keep practicing. You are getting better.
+ Lots of high quality custom content.
+ Big area, with good gameplay layout. I can see this being lots of fun with lots of players.
+ Lots of great little details
+ Nice huge skybox model
- The huge flat, square walls around the edges are a little bit disappointing.
- The lighting could be a lot more interesting
- filefront is annoying
I'd give the map 4 stars, but the effort which has obviously gone into the excellent custom content pushes it firmly up to 5 overall.
http://img28.imagevenue.com/img.php?image=62161_texs_122_1068lo.jpg
Great DM map though. Nicely done.
I'll take a look tonight when I get home from work!
So comments on the textures being overused, are stupid.
Only a couple of things I found a bit odd-
1. There are two (that I found) invisible brushes in the middle of the road which stop players moving through them for seemingly no reason. This seemed a bit odd.
2. The music is cool but doesn't seem to actually come from anywhere.
Apart from those things, great map. Your attention to detail is great.
In the end it's good -- even someone who understands the illusion will be impressed by it if it is good enough - so if you impress us mappers with a reflective floor in GoldSrc, then the average player is going to shit themselves in delight when they see it. This is something I recommend you aim for, if you want to progress to making truly great maps. Exceed expectations. Surprise people.
If you made the floor a bit less transparent, and lined up the lights on the ceiling, it would be a very good reflection. It's just at the minute, the floor actually does look non-solid.
In reality, a floor would have to be VERY shiny, almost like a mirror, to have a reflection as clear as the one in this map. And the texture you have on the floor does not lend itself to appearing THAT reflective. Make it more subtle. Make it so the reflection is still there --- but you can't quite see it clearly. Make the floor look pretty solid, even though it's not. It will look much more realistic.
Expanding the map could be good. But if it was me, I'd start again. Come up with a plan before you start, and try to stick to it.
Outdoor areas are nice, and you should definately think about making some in the future for your maps. Be warned however, that outdoor areas are much more difficult to make look realistic and pretty.
The reflective floor is a nice try, and 'makes' the map because without it things would look very boring. It shows that you have at least put some thought into how to make the map look better and more unique.
However, I think the floor is a bit too transparent, and it actually looks like what it is - a room underneath. Also - the blue lights on the ceiling don't match up with the ones down below -- in fact I'm sure there is one extra light in the 'reflection'....
Also, when you break the windows, they don't break in the 'reflection'. I can't remember if you can actually fix this in GoldSrc, but if you can, you should.
The scale is a bit wrong in places. Such as the sofa and the filing cabinets in the middle of the walls of each side -- they're far too big when compared to the other desks and bookcases, so they look strange.
I've seen worse lighting --- but the lighting here could still be better too. I realise that lighting a small FY map like this requires some attention (so you don't unbalance the teams chances) but if you want a map which looks really good, then you must get some contrast and variety in the lighting.
There are a couple of badly aligned textures, and some which look horribly stretched too.
It's very small - even for an FY map. It's basically one room. (Well two, if you count the reflection) I can't see 10 people staying on this map for hours.....
It's only worth two stars I'm afraid.
But two stars is an entire world better than one star
Keep practising. You've got some potential.
Looks beautiful - great architecture, great lighting, great layout, and wonderful attention to detail all around.
The only thing I could find which didn't look perfect was that several of the inner doorframe trims have one texture which doesn't line up exactly, but then only on one side of the door. A minor thing - and I had to be picky to even notice it. I couldn't find anything else wrong at all.
5 stars for you, Sir.
Do you actually need The Specialists installed to look at it?
+ Good architecture
+ Good lighting
+ Good textures
+ GREAT details
+ Excellent ambient sound
+ Good layout for fights
Someone needs to host this on a server. I've not played HL1DM for years, but I'd come out of retirement for a game on this!
The architecture is basic (and very square), but cleanly made. I can see you're getting into good habits early on. But I would say you should experiment with more complicated brushwork. PM me if you want help.
The lighting in the starting area is much better than what I have come to expect from people's early maps. It's not "good" in the grand scale of all maps, but you've at least managed to achieve a sense of atmosphere with it, so well done.
It's raining, but it doesn't sound like it's raining.
The gate opens downwards. This seems wrong to me. Also, the texture on the top/bottom of the gate needs adjusting so that it still looks like a gate when you open it.
The spiral staircase is a nice try, but I suggest you remake it a few times and work out how to blend it into the surroudings more. Currently it's sitting inside a box, and it doesn't really look like it's part of the structure.
The starting area would benefit from a displacement floor. it would be a good place to learn how to work with displacements if you've not tried them yet.
The walls, especially inside, would benefit from having details added to them to break up the monotony of the flat textures. Try using overlays, and perhaps add detail solids here and there to make walls seem a different shape.
Keep at it. You've got potential.
Most of your glass textures tend to flicker when you're moving your viewpoint across them. You can avoid this by texturing the glass solids entirely with the nodraw texture - and then just applying the glass texture to the one side that you need to be the glass window. Don't worry, this works no matter which way the player is looking through the window, even though it doesn't look like it will in Hammer.
And, although this doesn't affect all the windows, quite a few of them sound like wood when you whack them with the crowbar.....
It really needs a 3D skybox. A good one would add a lot to this map.
Your texture variety is good, but your actual use of the textures is only average. For example, on your wooden handrails you've applied a wood texture to all sides. This looks ok - but a bit Half Life 1'ish. If you spend time resizing, rotating (when needed) and lining up the textures so that the edges of them correspond to the edges of the solid as far as possible, then you'll end up with a much neater looking piece of work. It might seem a lot more work at first, but you can compensate by making a small section of what you're doing with this kind of attention, and then cloning that part to make the rail longer. That's what I do to make repetitive things like long railings.
As said earlier, your doors do leave something to be desired. However I liked the decoration you put on one of the inside ones. It's only a simple thing, but I thought it looked quite nice. And generally, I've seen much, much worse doors in other people's first Source maps.
Also as said before, you need to practice neatness with your vertex manipulation. There's nothing wrong with the VM in this map (IE the map works) but it could be somewhat neater. Improper VM can easily cause map-crushing errors, so it's worth being precise with it, for the sake of saving frustration in future projects.
Despite the flickery glass, the ornate window on top of the building looks very nice, especially when the sun glares through it There are also some other bits of architecture which are fairly impressive.
You have lots of potential.
Make some singleplayer stuff please.
I'd compile it for you but I don't have the old Hammer set up these days.
If someone else gets round to doing it for you I'll definately download the fully compiled version and have a look around.
A good story, well made, and with many nice touches.
Screenshot>>
http://img502.imageshack.us/img502/5594/demon0000yk6.jpg
Very ambitious, and very well done.
I thought that a couple of the big treeline textures were a little bit over-stretched, but this is being rather picky. The rocks and cliffs are very good, and the layout is really good too. Things go a bit wierd when you're underwater, but I'm not sure you if could do much about it on this map. I think there could be more shadows, but again I'm being picky.
Very impressive.
2. Shout "RESPECT MY AUTHORITEH!"
3. Respect +1
4. Goto 2.
Thanks, IMUS
I'll fix that as soon as I get time.