Comments

Commented 16 years ago2008-07-11 10:14:03 UTC in news: Competition results posted, world ends Comment #98591
This tempts me into reinstalling hammer.
Commented 16 years ago2008-01-07 20:05:50 UTC in vault item: Life's End Comment #16223
This mod is the best one I've ever played.

There never was a spot where you get stuck for more than a moment. Puzzles were logical, you weren't just opening a door, you were opening it because the place is in lockdown, or it's the teleport room. Throughout the mod, you seemed to have heavily scripted the characters to talk a lot. That helped to make the mod less sterile than the Half-Life.

The random comatose/ dream sequences helped to break up the game. It's a cheap way to glue together disjointed levels, but nothing got boring, so it's a big plus in my opinion. Since you'd wake up in totally different places, it felt even more dramatic than Half-Life.

There's a lot of content. I think this mod is longer time wise than Half-Life 2: Episode One. When I finished, I felt satisfied, no cheated, but that's probably because VALVe made an infuriating story to get you to buy the next episode :P I had lots of fun while playing. Thanks for making this mod.
Commented 17 years ago2007-10-07 18:53:46 UTC in vault item: fy_trapped Comment #15749
Well, it's obvious that you didn't use the ideas in those tutorials.
Commented 17 years ago2007-08-25 19:47:44 UTC in vault item: dm_theunknown Comment #15605
Instead of using an entity "point light," use a texture that looks like something that would let off light. The game will make the texture give off light in-game.
Commented 17 years ago2007-08-24 12:21:25 UTC in vault item: Genetic Research Facility Comment #15596
A very good first map this is.

The map started feeling a little claustrophobic with the low ceilings, but I grabbed my gear and headed out, down some plain hallway. The marines were placed well and all of the entities worked perfectly. I actually died once on this map lol.

Possible improvements:
  • Add support beams to the platform in the screenshot
  • Spice up the hallways into something believable
  • Add some dead bodies to explain the weapon/ armor/ health cache?
  • Skybox the holes where the marines repel from
Commented 17 years ago2007-08-24 12:01:54 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #15595
Does "soon" mean sometime in 2007?
Commented 17 years ago2007-08-24 11:57:07 UTC in vault item: Genetic Research Facility Comment #15594
Downloaded
Commented 17 years ago2007-08-19 10:03:59 UTC in vault item: High street Comment #15571
If someone wants help, they shouldn't act all pompous and self-rate.
Commented 17 years ago2007-08-07 15:57:32 UTC in vault item: de_mon Comment #15537
Can we get someone to host this map?
Commented 17 years ago2007-08-07 00:46:05 UTC in vault item: de_mon Comment #15532
Hmmm, my laptop's 8600GT mobile dips to a jerky 20-30fps. 1280x1024, 8xAA/16xAF. I get a rock solid 60 almost all the time.

It's like trying to bike with really wrong gear. More power will overcome it somewhat, but it's still the wrong gear. For example, try Trapt's "Island Bombing"
Commented 17 years ago2007-08-06 22:42:30 UTC in vault item: de_mon Comment #15527
World Crafter, what are you smoking? This map runs at 1/3 the speed of average CS maps.
Commented 17 years ago2007-08-06 22:39:23 UTC in vault item: Fathom 2.4 Comment #15526
This is a great map with a good story, good gameplay, and most surprisingly, good length.

PS: Those sharks have really sharp teeth. Damn sharks.
Commented 17 years ago2007-08-06 09:20:16 UTC in vault item: de_mon Comment #15520
Wow!

This map first struck me as very ambitious in both gameplay and looks. Hills, towers, lifts, caves, etc present a very complicated maze of paths. You can see pretty much across the whole map (making smoke grenades & sniper rifles important), but unfortunatly this presents rather poor performance.

The textures are very crisp, everything is made of well-placed brushes, and the "bloom" effect is pulled off well. The only problem occurs when you step into the water lol.

Excuse my nitpicking, i'd like to try this map on a 32 player server, it looks like fun.
Commented 17 years ago2007-07-31 21:56:39 UTC in vault item: upender Comment #15487
Isn't slapping a 5-star rating & gloating comment on your friends maps spam?
Commented 17 years ago2007-07-31 10:59:44 UTC in vault item: upender Comment #15477
Budd: No one expects Hollywood CGI, but you can still use Half-Life's capabilities creatively to make your maps look nice. Here I just see a blocky Dr.Seuss building in blackness. Fun maps can looks good. But this doesn't even seem fun.
Commented 17 years ago2007-07-31 10:57:44 UTC in vault item: upender Comment #15476
Strider, you've got to be kidding. Even if it's someone else, this person has rated each of these maps before any download. The comment comes like 2 seconds after the map has been submitted. All circumstantial evidence points to self rating & self commenting.
Commented 17 years ago2007-07-31 00:51:32 UTC in vault item: High street Comment #15466
I agree with srry, self rating and raving is epic fail.
Commented 17 years ago2007-07-31 00:30:38 UTC in vault item: upender Comment #15465
Spam comment = 1 Star
Commented 17 years ago2007-07-30 00:05:11 UTC in vault item: dm_cliff Comment #15452
The first thing I noticed was the nice crispness of the textures, they look slightly grainy since I don't use any AA/AF filtering :P.
The shaping of everything was done well.
I can't say anything about weapon/ power-up placement, I haven't played it with others.
The skybox seems weird. Is this a bright map? Or is it a gloomy map? Adding some dark music would justify the current sky.
The RPG is just too much on this map, it should be removed or swapped with the crossbow. Speaking of the crossbow, how do you actually get it?

I'm nitpicking here, this is a great map for 4-6 players. Overall, a good job, just fix the theme and place spawns in nooks.
Commented 17 years ago2007-07-22 19:28:36 UTC in vault item: cs_napal2 Comment #15408
*Like
Commented 17 years ago2007-07-21 10:24:20 UTC in vault item: cs_napal2 Comment #15401
Those waste pits are like the ones from Residue Processing lol
Commented 17 years ago2007-06-09 16:35:46 UTC in vault item: Liberation Comment #15078
I just played this lol. It was a blast leading a crowd of noobs, I ran into a room, and 5 grunts dropped in, and pwned me.
Commented 17 years ago2007-05-22 17:37:49 UTC in vault item: INceRsiOn level 1 Comment #14968
Super-streched.

P.S. "Ass" isn't a really good username
Commented 17 years ago2007-05-03 18:37:13 UTC in vault item: City Life Comment #14786
No screenshot, no download. Also, 29KB seems like a pretty small or undetailed map.
Commented 17 years ago2007-04-25 17:57:35 UTC in vault item: hydeph's hallway entry Comment #14735
Robots are in PC Half-Life too. They replace human grunts when you turn off violence.
Commented 17 years ago2007-04-22 11:12:59 UTC in vault item: Epic Hallway Comment #14698
All you noobs obviously don't appreciate the artistic value of my map.
Commented 17 years ago2007-04-05 11:41:31 UTC in vault item: dm_greentown Comment #14577
Ok, now i've played it.

This map is very, very plain. Besides the two houses, there's nothing in the area except for a perfectly flat concrete ground. Some debris, uneven ground, or heck, even random blocks or a re-texture could bring some life to the middle area. If you used more textures and ones that aren't just concrete, you could remove the dull factor. Make sure the walls line up as a suddenly thicker wall doesn't make sense. Inside the houses, those windows were pretty awesome. I can see you put some time and effort into them. What would make them even more awesome is if you made them transparent, breakable or openable so players can aim and shoot through them. If you did that, you'd add a whole other confrontation point to the map besides the front door to front door. This map doesn't have any hostages, so you should just call it greentown or maybe make it an fy map and leave weapons on the ground.
Commented 17 years ago2007-04-05 09:23:08 UTC in vault item: dm_greentown Comment #14572
Detail would be nice. Not just detail, but some cover for people rushing between the homes floating in the sky is neccesary.
Commented 17 years ago2007-04-03 12:22:50 UTC in vault item: FacingWorlds Comment #14558
You need a spacey skybox.
Commented 17 years ago2007-03-24 19:55:08 UTC in vault item: Quarintine Comment #14478
It looks like he or she made good use of decals.wad though lol.
Commented 17 years ago2007-03-17 18:38:40 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #14395
Valve time soon is not soon enough! Gah. The original level by muzzleflash was a tiny, tiny extention. Make the update at least 10 minutes of gameplay lol.
Commented 17 years ago2007-03-15 17:37:08 UTC in vault item: surf_construct Comment #14386
It must take ages to run lighting on a surf map...
Commented 17 years ago2007-03-04 22:21:11 UTC in vault item: surf_blackknight Comment #14318
You might want to give us some time to look over each map before sending another one our way. Just a hint.
Commented 17 years ago2007-02-18 20:46:44 UTC in vault item: moneda_low Comment #14261
This is for non-Source CS? Holy crap!
Commented 17 years ago2007-02-14 20:42:03 UTC in vault item: fy_hydroxide_v3_final Comment #14225
An above average FY map. Pretty open design with blocky architecture. You can hold your position or rush on several levels above and below ground. With so much height being used, you really need to work together (safety in heavily armed numbers lol) to win. The water is also used to allow people to jump down during a mad rush. It's then confusing why you made the underground a camper's paradise. A light comes of of nowhere down there and I can see people just sitting there the whole round in a shadow. Beside that, I have two other suggestions. First, make those spikes causes damage and not for show so rushers play a little russian roulette when they run right into that sloped barrier. Second, for some visual flair, you might want to make the map seem to have less of a boxy shape and make bridges leading to nowhere look less like cubes, and more like thing that have snapped off/ collapsed.
Commented 17 years ago2007-02-13 20:10:10 UTC in vault item: Lexus LS430 2003 Comment #14219
Looks like one of those cars that mobsters use to kidnap people.
Commented 17 years ago2007-02-10 15:40:35 UTC in vault item: fy_hydroxide_v3_final Comment #14190
I actually want to download this now!
Commented 17 years ago2007-02-09 00:17:55 UTC in vault item: fy_hydroxide_v3 Comment #14174
Why do people use these "dev" textures so much? And where did they come from? Valve?
Commented 17 years ago2007-02-04 13:44:54 UTC in vault item: dm_gp Comment #14147
You should have make the letters movable by a zap of gravity gun primary fire.
Commented 17 years ago2007-01-22 12:26:27 UTC in vault item: gg_defenestrate Comment #14057
But what if he's mapping for a clan that loves blandly made fy_ maps? They'll find it fun.
Commented 17 years ago2007-01-20 16:09:41 UTC in vault item: gg_defenestrate Comment #14041
Doesn't defenestrate means throwing yourself out a window?
Commented 17 years ago2006-12-21 22:39:07 UTC in vault item: Santa's Revenge (SP Mod) Comment #13777
You scared me into thinking you were going to have the player be Santa for a second there. Downloading right now.
Commented 17 years ago2006-12-19 20:17:15 UTC in vault item: Texas Rangers (Compo 22) Comment #13752
Does it only work with Firefox? Opera 9.0, IE 7 and Windows Explorer all come up with errors. Congrats on winning the compo!
Commented 17 years ago2006-12-18 23:40:31 UTC in vault item: The Sydney Harbour Bridge Comment #13747
It was an amazing recreation, but the crippling performance (I ran this on my friends computer (can hold 130 fps in CSS with 2560 x 1780, AA/AF 16x, Highest settings, but this map rendered in 15 fps) and no ability to actually walk around gives it 4 stars.
Commented 17 years ago2006-12-12 21:21:59 UTC in vault item: Star Wars (map a movie) Comment #13677
That was......incredible.

I assume the map ends when the player's view turns white right?
Commented 17 years ago2006-12-06 19:45:59 UTC in vault item: Opposing Force Minimod Template Comment #13618
So is this for Half-Life or Opposing Force?
Commented 17 years ago2006-12-04 16:48:42 UTC in vault item: My First Map - IckyLab Comment #13604
Compile log from RAD-less map.
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\Fight"
Entering C:\Program Files\Valve Hammer Editor\maps\Fight.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
 (0.80 seconds)
SetModelCenters:
 (0.02 seconds)
CSGBrush:
 (0.34 seconds)

Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\xeno.wad
 - Contains 5 used textures, 4.20 percent of map (264 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\decals.wad
 - Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\halflife.wad
 - Contains 112 used textures, 94.12 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\liquids.wad
 - Contains 1 used texture, 0.84 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\ickylab.wad
 - Contains 1 used texture, 0.84 percent of map (1 textures in wad)

added 13 additional animating textures.
Texture usage is at 1.26 mb (of 4.00 mb MAX)
2.23 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\Fight"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...544 (0.03 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\Fight.prt'
SolidBSP [hull 1] 500...519 (0.03 seconds)
SolidBSP [hull 2] 475 (0.03 seconds)
SolidBSP [hull 3] 500...540 (0.05 seconds)
1.42 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe "C:\Program Files\Valve Hammer Editor\maps\Fight"
 183 portalleafs
 425 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
 (0.03 seconds)
LeafThread:
 (0.34 seconds)
average leafs visible: 41
g_visdatasize:3091  compressed from 4209
0.41 seconds elapsed

-----   END   hlvis -----



Commented 17 years ago2006-12-02 15:00:29 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13593
The add-on to Uplink is short, but overall it's good. I'd just like one change. Put like a bump before the elevator shaft so the metal box can't fall in. The first time I played it, I accidentally pushed the metal box into the shaft thinking that was the way to solve the puzzle and got stuck, unable to continue.
Commented 17 years ago2006-11-29 21:51:00 UTC in vault item: Texas Rangers (Compo 22) Comment #13581
Commented 17 years ago2006-11-28 19:55:41 UTC in vault item: Texas Rangers (Compo 22) Comment #13576
Damn the link is broken.