Finally, after scrupulous error-removal, Nexus is ready to be released. It?s errors, apparently resolved, I just hope it works alright for you. Good luck, and enjoy...
Commented 20 years ago2004-10-06 17:10:21 UTCComment #4282
The download directly from your site seems wrong also. It tells my my security settings are too high, but I doubt that as I don't have any problems downloading anything else.
Commented 20 years ago2004-10-06 17:29:20 UTCComment #4284
Ok I've walked around the map on my own and looked at everything. Here's my review
++BEAUTIFUL. Just beautiful. Respect.
It's plainly obvious that you put a lot of effort into this!
+Great Layout
I can just see the battles now!
+architecture is so good, it would normally come under beautiful, but this stands out on it's own!
--R_Speeds are horrible. I touched 3000 wpoly regularly, and 4500 epoly even without any other players, I have a feeling this map would be laggy online.
Commented 20 years ago2004-10-06 20:37:07 UTCComment #4286
It really looks good. Lots of work went into this. Not for low-end PCs or software mode because of the high R-speeds. But the layout, lighting and architecture is really good.
Commented 20 years ago2004-10-07 06:09:10 UTCComment #4294
Achitecture kicks some anus (meaning awesome) all that effort and a stock sky texture? now playing this its beautiful!! Will it run multiplayer? Won't know tell we run it on server, but by myself i was getting an average of 63fps. Sometimes dipped into high 30's. Good job your architecture skills far supercede mine!! Would of liked to see some more interaction in environment but this is one mans opinion keep up the good work
i will get real technical cuz i cant rate a map a perfect 5 cuz theres always somthing we can strive to do better as mapper so i give this a 4.3 out of 5
Commented 20 years ago2004-10-07 08:27:51 UTCComment #4295
Jahzel, this map really prooves if you can map or not, This really shows, you are one of the better. I fucking love the architecture! Keep it up, oh btw. great lightning !
My only 2 cons are = - Bad clipping where the windows are - High w_polys! Mine touched 4300!
Commented 20 years ago2004-10-07 09:42:09 UTCComment #4296
Yeah, unfortuantely the r_speeds are somewhat high, but I really pushed the limits of mapping with this one. The whole grid is virtually taken up by the map, and due to the roundedness of the architecture, it will be a bit of a beast on some people's machines... oh well! (I dont get high r_speeds when I play it with Jumbot)
Commented 20 years ago2004-10-07 09:43:54 UTCComment #4297
Oh crap, I forgot another thing; Unfortuantely, I completely forgot about the sky, it never used to be like that. I accidently left it to the default desert sky because I was concentrating on fixing the map. Sorry bout that, maybe if I release an updated version or something.
Commented 20 years ago2004-10-07 10:04:08 UTCComment #4300
w_poly of 4300 or even 3000 on a hldm map is pretty crippling... I will download and test it to see if it's as jaw-droppingly beautiful as you guys seem to think (standard halflife textures =/ ) I (and otehrs) gave coolfat stick because his map had horrendous r_speeds, I can't be a hypocrite and say that I find those kind of poly's acceptable, as they are very very bad for any kind of halflife map, most multiplayer mods these days, even with minimal HUD's and actual action such as rocket explosions lighting etc, have r_speeds limits of no more than 1500 to 2000 if you're really lucky; I know HL is old and teh w models are crap, but seriously, 3000 w_poly is some incredibly high shit.
Commented 20 years ago2004-10-07 13:28:39 UTCComment #4325
Brrrrp! This map is unacceptable. Your VISing is totally screwed, which results in w_polies far beyond 4000. Almost everywhere the entire map is rendered. Also the map is way too dark for HLDM. I don't know how it plays, but I think that the architecture and size of the rooms might cause several problems when fighting in them.
Commented 20 years ago2004-10-08 06:34:03 UTCComment #4349
We didn't give otehrs a break when teh poly's hit levels like that, so we can't be hypocrites, anyway, a little tweaking will fix it. the corridors need to be shortened, and you need to clip those ledges a littl ebetter, so u can jump up easily, tho thats teh least of ur worries, i reckon most half decent pc's could handle it, but with more than 10 people it'd be bad.
Commented 20 years ago2004-10-08 08:53:55 UTCComment #4356
To be honest, all I really want to do is firstly make sure that when it compiles, it compiles properly and hte outside is not compiled - compiling is the more important part of making a map, I just dont think I understood how quite important it really is. Also, I am afraid I will not alter the layout of the level, only correct the various areas which clearly need attention, such as certain over-lapping areas etc. I will make sure that the ledges are clipped just as you say Peace.A.L., because sometimes I have difficulty jumping on them to gain sniper advantage - especially when underfire. When Half-life eventually comes out, I will convert Nexus to the kind of quality you'd expect with HL2, i.e. more minor detail in areas such as pipes, (bump-mapping?) etc.
Commented 20 years ago2004-10-09 01:53:56 UTCComment #4364
Excellent, excellent, excellent!
Save for the ghastly r_speeds, this is better than some of the professional VALVe stuff inherent in the original game. Base architecture is perfect, though a few more details like signs or crates or machines or something of that sort.
Commented 20 years ago2004-10-10 01:44:54 UTCComment #4386
Yes, this map is excellent. Unfortunately, I was only able to play an empty LAN game (no Steam and poor connection). The map, apart from horrendous r_speeds in places was quite good. The teleports were also quite good. 4 stars.
Commented 17 years ago2007-01-10 23:25:17 UTCComment #13969
I rarely play half life 1 deathmatch, but i like to play them in single player and see what the map looks like. I can only say that this map is an absolute work of art! I think it deserves 6 stars.
But your download has something wrong with it.
Fix it!!! I must play and assess!
http://www.freewebs.com/jahzel/index.htm
Will try the map tommorow.
++BEAUTIFUL. Just beautiful. Respect.
It's plainly obvious that you put a lot of effort into this!
+Great Layout
I can just see the battles now!
+architecture is so good, it would normally come under beautiful, but this stands out on it's own!
--R_Speeds are horrible. I touched 3000 wpoly regularly, and 4500 epoly even without any other players, I have a feeling this map would be laggy online.
Generally though --- you rock!!!!
4 stars.
all that effort and a stock sky texture? now playing this its beautiful!! Will it run multiplayer?
Won't know tell we run it on server, but by myself i was getting an average of 63fps. Sometimes dipped into high 30's. Good job your architecture skills far supercede mine!!
Would of liked to see some more interaction in environment
but this is one mans opinion keep up the good work
i will get real technical cuz i cant rate a map a perfect 5 cuz theres always somthing we can strive to do better as mapper
so i give this a 4.3 out of 5
This really shows, you are one of the better.
I fucking love the architecture!
Keep it up, oh btw. great lightning !
My only 2 cons are =
- Bad clipping where the windows are
- High w_polys! Mine touched 4300!
minor thing though
I will download and test it to see if it's as jaw-droppingly beautiful as you guys seem to think (standard halflife textures =/ )
I (and otehrs) gave coolfat stick because his map had horrendous r_speeds, I can't be a hypocrite and say that I find those kind of poly's acceptable, as they are very very bad for any kind of halflife map, most multiplayer mods these days, even with minimal HUD's and actual action such as rocket explosions lighting etc, have r_speeds limits of no more than 1500 to 2000 if you're really lucky; I know HL is old and teh w models are crap, but seriously, 3000 w_poly is some incredibly high shit.
I'm interested to see why it's so high...
This map is unacceptable.
Your VISing is totally screwed, which results in w_polies far beyond 4000. Almost everywhere the entire map is rendered.
Also the map is way too dark for HLDM.
I don't know how it plays, but I think that the architecture and size of the rooms might cause several problems when fighting in them.
well done maybe you should join valve
VISing's awful. Hint brushes and vis -full, you musta done -fast or somethin' to get that.
the corridors need to be shortened, and you need to clip those ledges a littl ebetter, so u can jump up easily, tho thats teh least of ur worries, i reckon most half decent pc's could handle it, but with more than 10 people it'd be bad.
save it for HL2, it needs more detail anyway..
Save for the ghastly r_speeds, this is better than some of the professional VALVe stuff inherent in the original game. Base architecture is perfect, though a few more details like signs or crates or machines or something of that sort.
Can't wait for a HL2 conversion.
The servers are getting boring with newbish maps and yous bites the dust