Commented 18 years ago2006-06-21 19:50:40 UTC
in vault item: cs_road_exComment #12283
Yea, this is indeed a MASSIVE map. I checked the r_speeds throughout the map and got 2000+ wpoly and sometimes 3000+ epoly, but I ran at a solid 72fps.
I'm not sure if it's just my machine or what. I've played the previous version on my ownserver many times, and noone once complained of lag. Perhaps the new additions made it worse, and I'm just not able to notice.
A lot of small crap I was too frustrated to deal with. You have to imagine I have been working onthis map for two years. I started with very crappy architecture and as I grew I went on an ellaboration spree.
The basement I even held back on, as I even thought to myself "This seriously looks like source, and there's no way HL can handle this." At one point I had pushable boxes in the warehouse, which were later removed when they showed to serve no gameplay purpose and I was over my limit of 512 precachable entities.
Commented 18 years ago2006-01-21 00:43:36 UTC
in vault item: de_prioryComment #10581
Usually I go on and on forever picking out every little thing I do and do not like, but all I can say is "WOW!". This map is in my server's map cycle. Five stars.
Commented 18 years ago2006-01-21 00:39:35 UTC
in vault item: cs_castleComment #10580
This is one of our favorite maps on my server. My friends ask for it by name. The map is perfect for our server size, and the layout is fast, yet tricky. The texturing was good in some places but so-so not so good in others. I think I'll fix it with the .map. The lighting really accented the entire map incredibly. It's a bit lacking on furnishing (torches would have been awesome), and you should not have even thought about using crates. The architecture was amazing in some spots, but so-so in others, but over-all the layout architecture coordination was amazing.
I give it a four. The layout and gameplay was amazing, but a little bit of everything could have been better.
Commented 18 years ago2006-01-18 16:31:43 UTC
in vault item: de_twilightComment #10543
I'd have to agree with most people who commented.
This is becoming a server favorite. The map is very good in almost every aspect. THe only thing I have wrong is, like said before, no ambience, and the crates/barrels.
Why crates? DON'T USE CRATES UNLESS YOU HAVE A REASON!!! And why barrels? It doesn't make any since... really. And many of them are too big. The rooms and things however were very nice.
The doors were a no no. My friends played this for about 30 minutes, and the entire time I constantly heard "please tell me this door is breakable".
Add a plot. It makes the scene seem so much more realistic.
I recomend making a a version for any of the other map types. AS, ES, and CS. This map is perfect for ALL types. In fact, MAKE ONE OF EACH! RIGHT NOW!
If you fix this version, and/or make other game type versions of it, PLEASE contact me. We love this map.
Commented 18 years ago2006-01-18 16:12:45 UTC
in vault item: de_syrinxComment #10536
Ok, now for my bitching...
One: Crates. Why? Oh, why? Crates are the most over-used thing of ALL maps. To make a long lecture short, only use crates if they have a reason to be there. In this case, make sure we know they hold crystals.
Two: Lighting. It got boring... fast. This goes into number
Three: Texturing. Very bland and boring. Between that and the light, it was impossible to tell where you were in the map. Everything looked the same.
Four: Architecture. The stairs were far too steep. I always tumbled down the stairs rather than walked. There were some spots that just didn't make any since, and most of the map was very linear.
Five: Layout. What building in the world is constructed like that? Why would someone make stairs leading into all these places? Where am I? Make me believe I'm in a crystal mine or factory, where these things are actual produced.
Six: Gameplay. I think you already understand, but I give you major props for making it a functional defusion map rather than an AIM of FY, which are close to worthless.
Seven: Plot. Major props for having one. Most people don't care, but I enjoy knowing what my setting is. It makes me believe where I am. The only thing I have against it is... why would you wanna blows those up? I'd steal them. Maybe you should make it an ES map where the terrorists are mining illegal crystals and they're being arrested and taken by force.
Overall, I give it a 2... I'm sorry I couldn't say much more. Work on this again.
Commented 20 years ago2004-07-05 14:40:50 UTC
in vault item: SiegeComment #2587
how can you make it better? it's hard to say...
i think captain p summarized everything.
firstly, there is no way you can look and see an open map with half it not there and realize that something during your mapping process has gone terribly wrong.
secondly, if i were to turn my flashlight on, would i be able to tell that it is, in fact, shining light? try putting light in the map.
thirdly, sit down and read every damn tutorial on this site.
Commented 20 years ago2004-07-05 14:37:11 UTC
in vault item: The Big Tower of DeathComment #2586
i think it could just be so much better if the gameplay wasn't impossible and you could render at least more than 50% of your vision. last time i looked at the ceiling to my house it was, in fact there, and not hidden in the black void.
Commented 20 years ago2004-03-17 13:06:01 UTC
in vault item: Problem with botsComment #1291
ok, it's not ur map at all. it's ur bots. you shouldn't come to us about pod bot problems when there is already a pod bot forum out there. but a big map? my sister is trying to make one that's three football fields big, so his can't be as bad.
Commented 20 years ago2004-03-16 20:40:23 UTC
in vault item: ctf_fallenComment #1275
try this: make a big block over half ur map. if it fixes the leaks, make the block smaller and try again. keep rying until the block is covering a small area of leaks, and then track them down.
looks like one of those cpl maps i saw, or at least it's the same style. because it's pretty and isn't pointless i won't bash it for being a cs map. i'll have to try it.
Commented 20 years ago2004-03-09 18:53:52 UTC
in vault item: fy_dustwarsComment #1193
omg. i thought i was gonna die unless i got another fy or aim map. they're soooo hard to come by these days.
I'm sorry, but even as a cs mapper, i'm not going to put any more cs crap in a vault MADE FOR HL. maybe there should be just a seperate section for cs entirely.
Commented 20 years ago2004-01-31 03:35:32 UTC
in vault item: cs_wellComment #870
no dude, there's like three new members. i can't believe you finished this map, uploaded it to here, then had a LAN party, and managed to get 5 or 6 of you LAN buddies to come out here and vote for a map that just so happened to love the map so much that they all gave it 5 stars. and you also want me to believe that every single one played tfc before CS and missed it so dearly and all agreed on the same thing?
And, you made a copy of somebody else's map. do you want a freakin cookie? how hard is it? you decompile it, put new entities in it using the CS fgd, and you compile and say it's yours. how is it DA BOMB? How is it even playable? it's a cs map. y in god's name would ct's wanna gaurd their base?
Commented 20 years ago2004-01-29 17:41:34 UTC
in vault item: fy_ospaceComment #856
this looks like a very refreshing twist to the fy maps. just one thing. why in god's name are there crates here? everyone HAS to use crates. why? it's so bland and unoriginal. i mean, if you were in a place where crates are EXPECTED, like a storage space, then it would be ok. but honestly, you in an office for dirt's sake.
Commented 20 years ago2004-01-10 10:49:45 UTC
in vault item: Mario AirComment #736
I played this on quicksilver's extreme steam server with about 6 ppl. I didn't really like it. the crossbows made everything pointless because there's no way to hide from them, falling off the side was very buggy, and the map looked choppy.
Commented 20 years ago2003-12-31 15:44:22 UTC
in vault item: Dream1_ver3Comment #641
dark places, aliens. it's so scary. i'm gonna go back to playing Mary Kate & Ashley's Passport to Paris.
...no, i'm just kidding. i really like Barbie's Secret Spy Adventure better... no, I'm still just kidding. See? if ppl could take a joke i wouldn't have to say "i'm just kidding" after every damn sentence i say.
Commented 20 years ago2003-12-30 19:51:05 UTC
in vault item: Dream1_ver3Comment #631
there's sumtin about dark places and knowing that hl has aliens in it that makes me wanna PISS MY PANTS. I'm not used to sp maps. hell, i'm not really used to half-life. i'd say that this map is... meh. the text is good for the setting at some points though
Commented 20 years ago2003-12-29 21:35:43 UTC
in vault item: jax_assaultworldComment #612
i'm not going to bitch about your work, just your creativity. why do people keep making copies of iceworld? it's incredibly bland. oh, i see you added lots of crates. good one. never would have tought of it. so original
Commented 20 years ago2003-12-21 19:05:51 UTC
in vault item: csde_school_assaultComment #592
Terran Battlecruiser? You mean like from StarCraft? I knew we couldn't trust Raynor. actually, from hear it looks like a big brick wiht windows about to be dropped on the school
Commented 20 years ago2003-12-21 18:25:26 UTC
in vault item: JN_CBricksComment #591
crates? remember my comment about the awp towers and how it should have crates everywhere? that was sarcasm. crates just show ppl that ur very new to playing cs, or just having a map-designer's "block". try using other things that would be found in, say, a two story apartment. Like, a bed, kitchen counter, or even a refridgerator. if you want to be really creative, make the doors to cabinents, closets, or the refridgerator toggle with a use key so that ppl can crawl inside.
another thing to start trying is atmosphere. besides making a leaky, dirty, falling-apart dry wall ceiling (and maybe even a small puddle with dripping sounds near it) instead of bricks, you can use things that will never be used just to add to a feeling of reality. try putting a door for the "entrance" of the building, that doesn't really do anything but look good. maybe a wooden one with a rounded top. put windows on one side of the building with glass, and outside of there put a flipped copy of the building's side to show that you're in a neighborhood. if you want to get really into it, put a street and sidewalks with a small stairway in front of each door.
maybe you can really expand this map. put an emergency fire exit in a side window that goes into an alley with a dumpster. make six copies of this building (if it's small enough. i'll find out for myself soon.) and put three on each side of the street. put doorbells on them. put a few ct's in one and t's in the other. maybe make a hostage rescue map.
If you need any help with these things feel free to email me.
Commented 20 years ago2003-12-20 15:27:30 UTC
in vault item: JN_CBuildingsComment #586
i will as soon as i get winzip. a piece of advice for screenies, in theconsole type "hud_draw 0" i believe, to take off your hud, then when you die go to free camera and shoot pictures like that. "hud_draw 1" will turn ur hud back on, and "crosshair 0" and "crosshair 1" will trun the x-nairs off and on.
Commented 20 years ago2003-12-15 18:47:13 UTC
in vault item: cs_deagle2kComment #577
Hmm... i've played this one out on the net i think. I thought the transparent crates were just my wallhack! No, just kidding.
I'm gonna make a deagle map (it will probably be called deagle137) that will consist of five crates and i small catwalk. It's official name will be "IHaveNoTaste" or "ImALameUnimaginativeLoserWithNoLife".
I'm not sure if it's just my machine or what. I've played the previous version on my ownserver many times, and noone once complained of lag. Perhaps the new additions made it worse, and I'm just not able to notice.
A lot of small crap I was too frustrated to deal with. You have to imagine I have been working onthis map for two years. I started with very crappy architecture and as I grew I went on an ellaboration spree.
The basement I even held back on, as I even thought to myself "This seriously looks like source, and there's no way HL can handle this." At one point I had pushable boxes in the warehouse, which were later removed when they showed to serve no gameplay purpose and I was over my limit of 512 precachable entities.
I will look into CS:S mapping.
I give it a four. The layout and gameplay was amazing, but a little bit of everything could have been better.
It's in our mapcycle. Very good map. Congrats.
This is becoming a server favorite. The map is very good in almost every aspect. THe only thing I have wrong is, like said before, no ambience, and the crates/barrels.
Why crates? DON'T USE CRATES UNLESS YOU HAVE A REASON!!! And why barrels? It doesn't make any since... really. And many of them are too big. The rooms and things however were very nice.
The doors were a no no. My friends played this for about 30 minutes, and the entire time I constantly heard "please tell me this door is breakable".
Add a plot. It makes the scene seem so much more realistic.
I recomend making a a version for any of the other map types. AS, ES, and CS. This map is perfect for ALL types. In fact, MAKE ONE OF EACH! RIGHT NOW!
If you fix this version, and/or make other game type versions of it, PLEASE contact me. We love this map.
4 stars, because it could be better.
Secondly, people on my server played this for about 20 minutes, and they were dying to play CT. It was an unfair map.
We never found the bombsites. CT Spawn? Only one?! Ct sided map.
Water was a decent glitch, but the very first time I jumped from the top floor, I was killed instantly upon impact with an oblivious CT's head.
Lights switches were nice, but ultimately ineffective.
Too many prefabs.
You couldn't walk down the tunnels, which wasn't believable. Use chain-link fence or maybe a blocking APC so I know why I can't go down them.
The stairs were too steep, and the entire map was just... it wasn't very good...
The outside was very nice, however.
I give it 2 stars
One: Crates. Why? Oh, why? Crates are the most over-used thing of ALL maps. To make a long lecture short, only use crates if they have a reason to be there. In this case, make sure we know they hold crystals.
Two: Lighting. It got boring... fast. This goes into number
Three: Texturing. Very bland and boring. Between that and the light, it was impossible to tell where you were in the map. Everything looked the same.
Four: Architecture. The stairs were far too steep. I always tumbled down the stairs rather than walked. There were some spots that just didn't make any since, and most of the map was very linear.
Five: Layout. What building in the world is constructed like that? Why would someone make stairs leading into all these places? Where am I? Make me believe I'm in a crystal mine or factory, where these things are actual produced.
Six: Gameplay. I think you already understand, but I give you major props for making it a functional defusion map rather than an AIM of FY, which are close to worthless.
Seven: Plot. Major props for having one. Most people don't care, but I enjoy knowing what my setting is. It makes me believe where I am. The only thing I have against it is... why would you wanna blows those up? I'd steal them. Maybe you should make it an ES map where the terrorists are mining illegal crystals and they're being arrested and taken by force.
Overall, I give it a 2... I'm sorry I couldn't say much more. Work on this again.
Will not reate until played
i think captain p summarized everything.
firstly, there is no way you can look and see an open map with half it not there and realize that something during your mapping process has gone terribly wrong.
secondly, if i were to turn my flashlight on, would i be able to tell that it is, in fact, shining light? try putting light in the map.
thirdly, sit down and read every damn tutorial on this site.
i'm not even going to ask about the fps on this.
I'm sorry, but even as a cs mapper, i'm not going to put any more cs crap in a vault MADE FOR HL. maybe there should be just a seperate section for cs entirely.
And, you made a copy of somebody else's map. do you want a freakin cookie? how hard is it? you decompile it, put new entities in it using the CS fgd, and you compile and say it's yours. how is it DA BOMB? How is it even playable? it's a cs map. y in god's name would ct's wanna gaurd their base?
...no, i'm just kidding. i really like Barbie's Secret Spy Adventure better... no, I'm still just kidding. See? if ppl could take a joke i wouldn't have to say "i'm just kidding" after every damn sentence i say.
it's incredibly bland. oh, i see you added lots of crates. good one. never would have tought of it. so original
another thing to start trying is atmosphere. besides making a leaky, dirty, falling-apart dry wall ceiling (and maybe even a small puddle with dripping sounds near it) instead of bricks, you can use things that will never be used just to add to a feeling of reality. try putting a door for the "entrance" of the building, that doesn't really do anything but look good. maybe a wooden one with a rounded top. put windows on one side of the building with glass, and outside of there put a flipped copy of the building's side to show that you're in a neighborhood. if you want to get really into it, put a street and sidewalks with a small stairway in front of each door.
maybe you can really expand this map. put an emergency fire exit in a side window that goes into an alley with a dumpster. make six copies of this building (if it's small enough. i'll find out for myself soon.) and put three on each side of the street. put doorbells on them. put a few ct's in one and t's in the other. maybe make a hostage rescue map.
If you need any help with these things feel free to email me.
I'm gonna make a deagle map (it will probably be called deagle137) that will consist of five crates and i small catwalk. It's official name will be "IHaveNoTaste" or "ImALameUnimaginativeLoserWithNoLife".