- massive face spliting where the pipes meet the walls at that part where they come out of the ground - some wierd face spliting elsewhere - that big room felt very open - when you get to use the gun the grunts don't really like to come around the corener (script it maybe?) - two gargs error (which I liked, because you never see two gargs, even if it was an error) - rocket lauchers useless because you don't have to kill the gargs. - at that part before there where the vent falls, it took me about 10 minutes to figure the underside of the vent was open, you should make a few smaller holes in the top or side to show this to the player - you could shoot the gman
+ awesome fun + much more ciematic then the original + uber scripted + good combat + good choice and giving of weapons + I got killed by the exploding coke machine + enough explosives + excelent architexture and design, I especially loved the part with the pipes coming from the ground, I was working on something like that for my current map and you had that one perfect. I have quite the affection for things that either make the world seem big or deep in this case. Concrete structures really give the player the sense that there is far more to the world then the path they are on, quite unlike locked doors, which seem really arbitrary
Commented 18 years ago2005-12-18 15:54:03 UTC
in vault item: RimResortHLDMvDDComment #10121
excelent work, both rimrook and Dizzy. the original CS version was pretty much some nice eye candy, but with Dizzy's DM modifications the map is excelent. its got some nice camper points, and its still great looking. the map play's well too, has a nice flow to it.
Commented 18 years ago2005-12-18 15:45:31 UTC
in vault item: In-game tutorialComment #10120
Interesting Idea CP, well implimented too. in game tutorial does a great job explaining the setup, even being without any screens of hammer for reference as most tutorials do.
Commented 18 years ago2005-12-18 15:40:09 UTC
in vault item: Moving sign exampleComment #10119
Good example for the newer mappers Ansith. although, if you already knew the basics behind how they spin, im sure you can do it without having to see the example.
Commented 19 years ago2005-03-25 18:07:22 UTC
in vault item: cs_control2Comment #6362
its good, I played it for a while. but there are some improvements you have to make.
-add a few spotlights or something to the court yard. -make the control room a little more controlroomish.
and there were a few patterns of behavior that emerged when I was playing. the T s always let the CTs grab the hostages, then as the CTS were leaving the building they would be mowed down from the roof. this is beacsue the only way to get the hostiges back to the rescure is to go through the front door, think of adding a side door or something
Commented 19 years ago2005-01-03 18:00:29 UTC
in vault item: TWHLmixComment #5455
well someone must have edited the ladder then. and i ded the garg part in three days and you are just supposed to run around the boxes up the ladder and press the button to detonate the c4 scattered around the area.
abd how can you not understand the ending. you are walking and you just suddenly wake up to the heavy breathing and the tv on. the first bit of text haz changed from voice acting, i still think it should have been voice acting. and you weren't supposed to noclip off the bed. it was big becasue you are suposedly a small kid, but i never implied that little detail in the finaliy
Commented 20 years ago2004-07-19 10:59:21 UTC
in vault item: AbandonedComment #2783
Its pretty good. really dark in places and its really easy to get lost in. the machine itself looks good but really doen't seem to have a purpose. and the R_speeds are high. other then that it was good. probably will get better then mine.
Commented 20 years ago2004-07-08 16:03:47 UTC
in vault item: WallClimberComment #2635
and make sure you can see the first horizontal ladder. it was completely invisible. i think im going to make a map like this to. just with alot more textures and things to do
I think i've checked in on IRC once in a blue moon.
but, now let me just tell you everything bad
- massive face spliting where the pipes meet the walls at that part where they come out of the ground
- some wierd face spliting elsewhere
- that big room felt very open
- when you get to use the gun the grunts don't really like to come around the corener (script it maybe?)
- two gargs error (which I liked, because you never see two gargs, even if it was an error)
- rocket lauchers useless because you don't have to kill the gargs.
- at that part before there where the vent falls, it took me about 10 minutes to figure the underside of the vent was open, you should make a few smaller holes in the top or side to show this to the player
- you could shoot the gman
+ awesome fun
+ much more ciematic then the original
+ uber scripted
+ good combat
+ good choice and giving of weapons
+ I got killed by the exploding coke machine
+ enough explosives
+ excelent architexture and design, I especially loved the part with the pipes coming from the ground, I was working on something like that for my current map and you had that one perfect. I have quite the affection for things that either make the world seem big or deep in this case. Concrete structures really give the player the sense that there is far more to the world then the path they are on, quite unlike locked doors, which seem really arbitrary
maybe no where near as much as Rimrook or Kasberg, but skill. then again you made this in 2002, so I really can't say.
everything rimrook said but 4*'s
was making this hard?
5*
Great job Rimrook, you seem to have a great future in this industy ahead of you
Great job Rimrook, it so sad to see you leaveing, came back and outdo the insignificants sometime in the future.
thats HL1, but if it is HL2 then I pity its horible architechure.
-add a few spotlights or something to the court yard.
-make the control room a little more controlroomish.
and there were a few patterns of behavior that emerged when I was playing. the T s always let the CTs grab the hostages, then as the CTS were leaving the building they would be mowed down from the roof. this is beacsue the only way to get the hostiges back to the rescure is to go through the front door, think of adding a side door or something
abd how can you not understand the ending. you are walking and you just suddenly wake up to the heavy breathing and the tv on. the first bit of text haz changed from voice acting, i still think it should have been voice acting. and you weren't supposed to noclip off the bed. it was big becasue you are suposedly a small kid, but i never implied that little detail in the finaliy
anyway its great and i bet you probably would have beat seventh.
muzzle>i give it 3stars