Commented 17 years ago2007-08-16 04:20:00 UTC
in vault item: Lost Campus v2.0Comment #15562
I see what you're trying to say, but those textures just make it look like shit in game. You should ether take some creative license or make your own to fit the building.
For the cubemaps I was referring to the doors leading into the two inaccessible classrooms on the first floor.
And as for the cliff, you could split it into two displacements to avoid stretching, or you could add an appropriately sized block down there and convert that to displacements.
Commented 17 years ago2007-08-15 22:51:22 UTC
in vault item: Lost Campus v2.0Comment #15559
Played through it, and it's not too bad for a first Source map, but there's still plenty to improve.
The first thing I noticed was your awkward use of the gravel texture on those spikes all over the walls and a few pillars. Something like concrete or stone would fit better. Much of the other texturing left much to be desired as well. The texture you used for the ceiling up stairs didn't tile at all, and down stairs it looks like you've used the same texture for both the walls and the ceiling. Type "walls" or "ceiling" into the search bar when you're browsing textures to find some more appropriate candidates.
Looking at the pillars, as well as some of the windows, your vertex manipulation seemed pretty sloppy. There were visible cracks in the window and the pillars, not very nice.
Some ambient sounds would have been nice as well, like a wind effect outside. Soundscapes would have also made things more interesting.
You've also got a lot of things to learn about Source (of course). The reflections in the windows, for instance, were unnatural looking. To fix this you have to put and env_cubemap in each room at about eye level to the player, and after you've compiled type "buildcubemaps" into the console. After it's done, restart your map and the reflections will look just fine. Another thing that reminded me too much of HL1 was the brush based doors, it generally looks much better to use models for that sort of thing. If the door model doesn't seem to fit, there's at least 12 other skins to choose from. The drop off at the edge of the map was also pretty awkward, the displacements were cut off in a very unnatural way. You could have at least rounded them off so they curved underneath, or better yet added a skybox. I'm not going to outline how to do that here; it would make this post even longer than it needs to be. There are plenty of tutorials here and on other sites to help you out.
Commented 17 years ago2007-08-02 16:59:07 UTC
in vault item: Thunder Ball 1Comment #15493
From the screen shot it doesn't really look like you worked very hard. Just some basic shapes and a few models. Hell, judging by the model you didn't even add lights. Read some tutorials and practice a little before you release another map.
Commented 18 years ago2006-07-08 22:40:48 UTC
in vault item: aim_alien27Comment #12501
"Argh, photoshop that screenie's brightness!"
Rather then paying a couple hundred dollers for photoshop, you can dowload IrfanVeiw for free, and I'm pretty sure it hase some basic tools for touching up photos (brightness, contrast ect.) Just so you know.
Commented 18 years ago2006-06-13 17:57:01 UTC
in vault item: MansionComment #12222
You should be able to get into the area with the strider...
Well, after the slow-mo section you go through the tunnel in the side of the room. After that you swim through the sewer tunnel and kill the zombie thats underwater. The rest is pretty easy to figure out.
Commented 18 years ago2006-04-28 00:43:59 UTC
in vault item: Tactical MapComment #11600
I think you need to re-zip and upload the file again, what meant when i said it wouldn't load right was that Winzip thinks its an "invalid archive file" whatever that means.
Commented 18 years ago2006-04-05 14:09:17 UTC
in vault item: On the run with barneyComment #11430
"Not terrible, but not that outstanding." Would basically sum up this map so far. There were a lot of holes in the level, wich i mean both literally and figuratively. Theres plenty of room for improvement and i look foreward to the finished product.
Commented 18 years ago2006-03-29 23:42:11 UTC
in vault item: Zombie AttackComment #11391
Well, this isn't the most creative map in the world wich makes it a tad boring. and there are a few technical problems like the leak in the ceiling of the hole where you get the turret, and the fact that you can shine your flashlight into the vent where the headcrabs come out, and just see a spawn hole rather then an entire vent. Although i did enjoy myself to a certain extent as i blew up large amounts of zombies in a small space. I'll give it three stars.
For the cubemaps I was referring to the doors leading into the two inaccessible classrooms on the first floor.
And as for the cliff, you could split it into two displacements to avoid stretching, or you could add an appropriately sized block down there and convert that to displacements.
The first thing I noticed was your awkward use of the gravel texture on those spikes all over the walls and a few pillars. Something like concrete or stone would fit better. Much of the other texturing left much to be desired as well. The texture you used for the ceiling up stairs didn't tile at all, and down stairs it looks like you've used the same texture for both the walls and the ceiling. Type "walls" or "ceiling" into the search bar when you're browsing textures to find some more appropriate candidates.
Looking at the pillars, as well as some of the windows, your vertex manipulation seemed pretty sloppy. There were visible cracks in the window and the pillars, not very nice.
Some ambient sounds would have been nice as well, like a wind effect outside. Soundscapes would have also made things more interesting.
You've also got a lot of things to learn about Source (of course). The reflections in the windows, for instance, were unnatural looking. To fix this you have to put and env_cubemap in each room at about eye level to the player, and after you've compiled type "buildcubemaps" into the console. After it's done, restart your map and the reflections will look just fine.
Another thing that reminded me too much of HL1 was the brush based doors, it generally looks much better to use models for that sort of thing. If the door model doesn't seem to fit, there's at least 12 other skins to choose from.
The drop off at the edge of the map was also pretty awkward, the displacements were cut off in a very unnatural way. You could have at least rounded them off so they curved underneath, or better yet added a skybox. I'm not going to outline how to do that here; it would make this post even longer than it needs to be. There are plenty of tutorials here and on other sites to help you out.
Overall, I give it a 2/5
Rather then paying a couple hundred dollers for photoshop, you can dowload IrfanVeiw for free, and I'm pretty sure it hase some basic tools for touching up photos (brightness, contrast ect.) Just so you know.
Well, after the slow-mo section you go through the tunnel in the side of the room. After that you swim through the sewer tunnel and kill the zombie thats underwater. The rest is pretty easy to figure out.
Trust me, if it was like it was before you wouldn't be playing it.
Creeeepy...
Great map rowley.
Help?
This actually made me want to quit my current project and start a new one :p.