Commented 15 years ago2009-01-05 18:47:56 UTC
in journal: #5543Comment #49909
Yeah, I couldn't help cringing after reading some of my old posts recently.. /me was quite the asshole. 'pologies as well to anyone I may have offended back then, cough*Habboi*cough.
This comment was made on an article that has been deleted.
Commented 16 years ago2008-09-07 14:47:06 UTC
in journal: Journal #5336Comment #49888
Really great stuff. I've also found the Unofficial Quake 1 specs to be quite useful for developing Goldsrc tools, since the file format differences between HL1 and Q1 are pretty minimal.
Commented 17 years ago2007-04-09 10:25:08 UTC
in vault item: Just another labComment #14588
A very nice, solid map. A few of the lights could've been func_walled to avoid uneccassary vis cuts and bad shadows, but I only saw that a few times. I'd like to see where this winds up.
Commented 17 years ago2007-02-17 16:33:44 UTC
in vault item: xdm_capsule2Comment #14250
- Point lights - No discernable theme - Item placement (This really killed it. Health, batteries and RPG's EVERYWHERE you turn) - Odd choice of textures (What was this, a castle on Xen?) - I suppose the lighting works with the Xen theme, but not with the textures you chose.
+ Fucking rad Jesus HEV suit charger + Crossbow sniping point on the roof was nice + Some decent brushwork
Decent map overall, but like I said, the item placement is downright TERRIBLE. And you get 1000 points cause I lolled so hard at the Jesus charger.
Commented 18 years ago2006-10-26 18:19:01 UTC
in vault item: Room of DoomComment #13346
Like FresheD said, very nice architecture.
Texturing wasn't that bad, although I agree the lava did look really ugly. I'm pretty sure there's a good lava text over at the Wadfather somewhere. Also, try adding a trigger_hurt with a low damage per second rate, maybe 5 or so.
Lighting was the worst part. In the big circular area, the light_env looked really bad. Why not go for some redish lights under the walkway, or something along those lines?
Overall, not a bad map, that could be much better with some minor improvements. 3.5.
Commented 18 years ago2006-10-21 18:39:56 UTC
in vault item: sc_officeesComment #13252
Ugh...where to begin.
+Um, it ran without crashing?
-Texturing was God awful. While you did use texts that seemed to fit eachother, they were horribly aligned and stretched out. -Scaling. The doors were way too big, make normal doors 96x64 units (most of the door texts are that size for a reason). -Intersecting brushes in alot of places. -Lighting was an awful shade of yellow. -Setting/objectives made no sense whatsoever. -ONLY ONE GUN. How in the living fuck do you expect the player to break through a room full of crates with 17 9mm shots?? (Sorry, but this just really pissed me off :/) -When you break open the door to get to the "ladder", you can't climb up it. Nor can you open the hatch. Thats it? You made the player suffer through breaking all those boxes to reach an empty room? -The door leading to the room full of boxes doesn't even open. I noclipped in there. -NO SUIT. You NEED a flashlight for this map, yet you didn't give the player a suit. Huh? -Monsters. Only 3 or 4 headcrabs, one of which was stuck in a wall (thats what causes that cloud of yellow dots). -You used the "city" skybox. Theres a reason that was never used in the game - it looks like shit. -You spelled "offices" wrong, btw.
Commented 18 years ago2006-09-22 20:22:27 UTC
in vault item: GosuComment #13019
Very nice map. Architecture flows very smoothly, nice use of ambience, lighting is very good. The alien teleport could lead to some interesting gameplay.
Just one minor gripe: those two beds seem very out of place amongst all the lab equipment, as does the bathroom, which serves no real purpose (lol, by the way).
-Blocky as hell, like Kasperg said, you need some rocky turrain underwater, and maybe don't make the pools as deep. -Cliff texture -I can see this getting boring after a while, why not add some perches on the cliffs to shoot from, or floating platforms reachable by jumpad, etc.
Heh, I noclipped around a bit, and saw that one of the waterfalls was moving sideways, lol. Descent map though.
Commented 18 years ago2006-09-09 15:54:41 UTC
in vault item: de_resident_evil_v2Comment #12970
+Its pretty damn big, must've taken awhile
-Bad Texturing -Blocky as hell -The plates that were supposed to "break" when stepped on just dissapeared -Those double doors didn't open, you just walked right through 'em -Void of almost any detail, there were a few completely bare rooms -POINT LIGHTS
Commented 18 years ago2006-08-31 13:13:06 UTC
in vault item: DM_Stranded V2Comment #12929
Loved it. Although I do agree with Kasperg about the point lights.
If you wanna make custom textures textlights, just open up your lights.rad file, and add "texturename r g b brightness" to the bottom. Just keep in mind that for textlights, you have to set the brightness much higher than that for a point light.
Commented 18 years ago2006-08-25 15:57:22 UTC
in vault item: EscapeComment #12896
I really liked it. However, I did have a few minor issues with it. For one, none of the fence or grate textures are working properly. You can still see all the blue. And that one zombie was behaving weird. I killed it, and it just stood there for about a minute and then died. Might have been a problem with the game, I'm not sure. But overall, its designed very well. Good job.
Commented 18 years ago2006-08-25 15:56:57 UTC
in vault item: EscapeComment #12895
I really liked it. However, I did have a few minor issues with it. For one, none of the fence or grate textures are working properly. You can still see all the blue. And that one zombie was behaving weird. I killed it, and it just stood there for about a minute and then died. Might have been a problem with the game, I'm not sure. But overall, its designed very well. Good job.
You suck.
And Rimrook, lrn2read:
"I kept the story short because there will be 5 more maps to continue the story. So the game ends when you get the 1214_6.bsp not found error."
My apologies, but I'm way too tired to write an in-depth review right now.
What can I say that hasn't already been said? Excellent work.
- No discernable theme
- Item placement (This really killed it. Health, batteries and RPG's EVERYWHERE you turn)
- Odd choice of textures (What was this, a castle on Xen?)
- I suppose the lighting works with the Xen theme, but not with the textures you chose.
+ Fucking rad Jesus HEV suit charger
+ Crossbow sniping point on the roof was nice
+ Some decent brushwork
Decent map overall, but like I said, the item placement is downright TERRIBLE. And you get 1000 points cause I lolled so hard at the Jesus charger.
Sure.
I lol'd.
Texturing wasn't that bad, although I agree the lava did look really ugly. I'm pretty sure there's a good lava text over at the Wadfather somewhere. Also, try adding a trigger_hurt with a low damage per second rate, maybe 5 or so.
Lighting was the worst part. In the big circular area, the light_env looked really bad. Why not go for some redish lights under the walkway, or something along those lines?
Overall, not a bad map, that could be much better with some minor improvements. 3.5.
Oops, thought it was for HL.
But all the architectural/lighting gripes I had still remain. And about the game_end, it never triggered for me. Don't know why.
+Um, it ran without crashing?
-Texturing was God awful. While you did use texts that seemed to fit eachother, they were horribly aligned and stretched out.
-Scaling. The doors were way too big, make normal doors 96x64 units (most of the door texts are that size for a reason).
-Intersecting brushes in alot of places.
-Lighting was an awful shade of yellow.
-Setting/objectives made no sense whatsoever.
-ONLY ONE GUN. How in the living fuck do you expect the player to break through a room full of crates with 17 9mm shots?? (Sorry, but this just really pissed me off :/)
-When you break open the door to get to the "ladder", you can't climb up it. Nor can you open the hatch. Thats it? You made the player suffer through breaking all those boxes to reach an empty room?
-The door leading to the room full of boxes doesn't even open. I noclipped in there.
-NO SUIT. You NEED a flashlight for this map, yet you didn't give the player a suit. Huh?
-Monsters. Only 3 or 4 headcrabs, one of which was stuck in a wall (thats what causes that cloud of yellow dots).
-You used the "city" skybox. Theres a reason that was never used in the game - it looks like shit.
-You spelled "offices" wrong, btw.
Overall, this was really bad. Sorry. :/
After the Garg finished it's scripts, it just stood there. I even ran and jumped into it, but it didn't move at all.
That was pretty much the only problem I encountered though, so still, amazing job. Puts Valve to shame
Review later though, gotta go to work!
I loved the func_push that shot you across the map. Lighting was also excellent. Wish I could play this online, stupid WON HL...
4.5.
What the hell is "LOWER VORTIVILLE"?
(Yes, I actually took the time to translate that.)
Just one minor gripe: those two beds seem very out of place amongst all the lab equipment, as does the bathroom, which serves no real purpose (lol, by the way).
Still, nice work. 4.5 rounded up.
+Hidden cave
+Xen models
+Cliff vertex manip
-Blocky as hell, like Kasperg said, you need some rocky turrain underwater, and maybe don't make the pools as deep.
-Cliff texture
-I can see this getting boring after a while, why not add some perches on the cliffs to shoot from, or floating platforms reachable by jumpad, etc.
Heh, I noclipped around a bit, and saw that one of the waterfalls was moving sideways, lol. Descent map though.
-Bad Texturing
-Blocky as hell
-The plates that were supposed to "break" when stepped on just dissapeared
-Those double doors didn't open, you just walked right through 'em
-Void of almost any detail, there were a few completely bare rooms
-POINT LIGHTS
Low 3.
If you wanna make custom textures textlights, just open up your lights.rad file, and add "texturename r g b brightness" to the bottom. Just keep in mind that for textlights, you have to set the brightness much higher than that for a point light.