Commented 16 years ago2008-02-17 08:36:45 UTC
in vault item: fy_dustyworldComment #16413
Well I can see it isn't full-bright, there are shadows behind the wall and crates, however from the screenshot I can see what looks like a sniper and 12 rifles sitting on the ground.
Suggestions...
Use a wider range of textures
Don't use straight tall walls as map boundaries, it sucks
Be a bit more imaginative with architecture, so that everything isn't square
Dim the lighting a bit
Don't make a kill-box
Think about gun placement, its really important, and don't go OTT with weapon placement
Commented 17 years ago2007-08-07 06:27:35 UTC
in vault item: Fathom 2.4Comment #15533
...oh btw, the Mini-Sub ruled. Forgot that. Also, the lighting for that room was great.
...Although, the computer screens were really annoying as there was too much text and it appeared too slowly, although its a neat idea maybe try and cut it down a bit?
Commented 17 years ago2007-08-06 19:30:03 UTC
in vault item: Fathom 2.4Comment #15523
I really liked this - when I first saw it on the compo page my monitors brightness was turned down and the screeny looked real bad - but I dl'd it anyway. Pretty damn awesome - and funnily enough I replayed it last week. It was so in keeping with "The Deep Blue Sea" which I gather was kinda intentional!
The only thing negative I can think of ATM was the re-modeled <can't remember name> fish was really buggy and kept getting stuck. It was really annoying and easy to kill. Also, it took me ages to get through the gap when falling down the lift-shaft - although maybe I just sucked!
Overall though - extremely clean. Great length and quality map for such a short time period. I loved it when the glass in the window broke and the water ran into the next room leveling it up - it looked really effective - its more fun faking these kind of effects than getting the HL2 engine to do it automatically.
Commented 17 years ago2007-07-08 17:14:59 UTC
in vault item: mini_dust2007Comment #15307
@ Ghetto: erm... right, anyways...............
He's right though, try spending more time on a project rather than chucking out loads of these things. Do you really expect this to get anywhere near a server? It looks like you've just mapped random crap without any thought... and bad idea, especially for a MP map. Design it first - MSPaint, paper, whatever... but I can gurantee that the results will be a vast improvement.
Also, so far all your maps seem based on others. Try something new and original... its likely to get far more interest than a re-vamp.
Don't take all this critism personally... you've definately got the drive, you just need a little more focus..........
Commented 17 years ago2007-03-24 14:00:39 UTC
in vault item: The Pool - Compo 23Comment #14472
thanks for the feedback
The waterfalls at the beginning did have sound, strange that they didn't work for you though. The glass was also one of the issues I had with the max entity limit, and grouping them didn't seem to help. I agree about the swimming pool depth - i thought about that at one point but completely forgot to take it further.
If I have some spare time, I might work on this some more, and maybe try and show off some more of the HL2 textures.
Commented 18 years ago2006-08-12 12:41:54 UTC
in vault item: 1-Way Glass HLComment #12821
I used this technique, - i think, in a mod I started while back. Haven't downloaded, but just trigger_multiples next to each other targetting renders? nice anyway!
Commented 18 years ago2006-07-18 06:01:45 UTC
in vault item: 5 Worse Ways To DieComment #12575
btw, I wasn't killed at the end, because when he appeared, he just stood in the corner. I could actually run up to him and jump around him, and he didn't do anything. You should maybe place some info points, and defianetely make that room brighter, because i could hardly see him anyway!
Commented 18 years ago2006-07-16 16:22:36 UTC
in vault item: 5 Worse Ways To DieComment #12554
[slight spoilers]
well, it definately was an improvement on the previoius versions, although I did find it a little dark throughout, but that could just be me! Well mapped though, nice architeture, and I liked the broken effects. I also enjoyed the 'word on the floor' challenge, and reflection. Overall, short but fun - however, obviously not much replay possiblity.
Commented 18 years ago2006-06-15 16:17:35 UTC
in vault item: HL2 Buttonpad for HL1!Comment #12249
please stop posting these... they're not even goot - they suck. you haven't even func_walled any of it, and the texture alignment is terrible. the button is way too small for the fixture, and doesn't even look like a button.
Commented 18 years ago2006-05-20 15:49:16 UTC
in vault item: LosspowerComment #11958
yes!! any1 can place loads of identical prefabs in a map, it shows no skill - use them if you must to a certain extent, but atleasts change the textures, or design... although it looks like they are sort of breakable, which seems good. but dont take anything I say to heart, i aint' played it yet, so...
Commented 18 years ago2006-04-29 16:05:28 UTC
in vault item: Grunt Bust DoorComment #11606
yeah, great idea, but application was poor in this example. the whole thing is too 'clean' and the door fits too well anyway. good effect though, and could compliment certain maps well! nice!
...and what everyone else said
Nah, seriously, we have cats too - I understand, especially since you lost one you became attached to. Hope the last two make it.
But seriously, hope ya day gets better!
Some of these I could maybe understand, perhaps for a 'post ur rig' kind of thread. But the out of focus image of a file being copied? Hmmmmm...
Will d/l when I get home for sure
Suggestions...
Use a wider range of textures
Don't use straight tall walls as map boundaries, it sucks
Be a bit more imaginative with architecture, so that everything isn't square
Dim the lighting a bit
Don't make a kill-box
Think about gun placement, its really important, and don't go OTT with weapon placement
Looks pretty damn good, although not sure if its SP or.... well, a longer description would be great!
idiot
...Although, the computer screens were really annoying as there was too much text and it appeared too slowly, although its a neat idea maybe try and cut it down a bit?
The only thing negative I can think of ATM was the re-modeled <can't remember name> fish was really buggy and kept getting stuck. It was really annoying and easy to kill. Also, it took me ages to get through the gap when falling down the lift-shaft - although maybe I just sucked!
Overall though - extremely clean. Great length and quality map for such a short time period. I loved it when the glass in the window broke and the water ran into the next room leveling it up - it looked really effective - its more fun faking these kind of effects than getting the HL2 engine to do it automatically.
A well deserved 1st place!
He's right though, try spending more time on a project rather than chucking out loads of these things. Do you really expect this to get anywhere near a server? It looks like you've just mapped random crap without any thought... and bad idea, especially for a MP map. Design it first - MSPaint, paper, whatever... but I can gurantee that the results will be a vast improvement.
Also, so far all your maps seem based on others. Try something new and original... its likely to get far more interest than a re-vamp.
Don't take all this critism personally... you've definately got the drive, you just need a little more focus..........
The waterfalls at the beginning did have sound, strange that they didn't work for you though. The glass was also one of the issues I had with the max entity limit, and grouping them didn't seem to help. I agree about the swimming pool depth - i thought about that at one point but completely forgot to take it further.
If I have some spare time, I might work on this some more, and maybe try and show off some more of the HL2 textures.
well, it definately was an improvement on the previoius versions, although I did find it a little dark throughout, but that could just be me! Well mapped though, nice architeture, and I liked the broken effects. I also enjoyed the 'word on the floor' challenge, and reflection. Overall, short but fun - however, obviously not much replay possiblity.
Sorry, but just NO!
nice work with the 'look' of the robot - i can see some time was taken
hmmm.... rating? well, errr... yeah. cough
a little out of proportion in plac... well, everywhere, SERIOUSLY!!!
oversized textures, but combinations of textures.
although, at least the entities worked, but seriously, this should be moved to the example map vault.
<<NO RATING>>
I advise that this is moved and ratings disabled