Commented 13 years ago2011-10-08 16:09:06 UTCComment #19493
Hello, very nice work. I haven't seen a map being such complex and almost completely errorless. The texturing is great. The ambience and the atmosphere are great too. The lighting is very good, however the light sources are a bit strange. But the lighting itself is extremely well done and very atmospheric. Great work!
EDIT: By the way, it reminds me a bit of Lineage 2's catacombs.
EDIT2: I suspect you have used vluzacn's tools, isn't it?
Commented 13 years ago2011-10-08 17:05:14 UTCComment #19494
Hi, Dragos. Thanks a lot for your comment, I am really pleased to hear that. I haven't particularly used mentioned tools for this map. The compilation was made with ZHLT custom build. However, I have recently got the vluzacn's tools which are just great. VIS is notably faster and lightning itself can be done so much better!
Commented 13 years ago2011-10-08 18:42:26 UTCComment #19496
Very nice map! Its very detailed and has great lighting. I like the purple spikes and the celling is ultra cool, if only it had something painted on it.
Commented 13 years ago2011-10-09 08:36:49 UTCComment #19499
This is one of the most wonderful maps I've seen in a while. Although I haven't fired up counterstrike for a very long time, I just had to check this one out.
It's quite inspiring, and that says enough good things about your map ;).
I have an observation though: you've used the Carmageddon 2 water dripping sound. You should change it to something else, it's getting on my nerves :).
Commented 12 years ago2012-01-13 23:15:06 UTCComment #19731
One of the more amazing maps i've ever seen done in goldsource, period. The lighting looks so good you feel a lot of the time you are playing a source game.
Someday, i will right an small editorial on the top-10 gs homebrew maps i've ever played, and this will be in the top-5 easy.
Brushwork, texturing are wonderflly done, and the lighting as well, tho i would have liked to seen some higher contrast bright areas somewhere in the map. R_speeds are also a bit high for a MP map, but it ran smoothly for my playtest
I agree with urby the ambience(sounds) could use help. Would have loved to hear some organ music in there, tho i know that would be obviously cheezy. did you experiment with that half-life echo thingie that i can't rememeber the name of atm?
I didn't feel the scale too too mcLargely huge, it seemed to be perfect to me. I would love to read a walkthrough of how you made the map or watch a timelapse.. just awe-inspiring work sir...
EDIT: By the way, it reminds me a bit of Lineage 2's catacombs.
EDIT2: I suspect you have used vluzacn's tools, isn't it?
Its very detailed and has great lighting. I like the purple spikes and the celling is ultra cool, if only it had something painted on it.
Could be a bit more horrory
Very pleased to see a fy map crafted with such care.
It's quite inspiring, and that says enough good things about your map ;).
I have an observation though: you've used the Carmageddon 2 water dripping sound. You should change it to something else, it's getting on my nerves :).
What about the limits plz post compiler log thx
Seems like a good sized map for fight yard IMO. Only draw back is high poly count which I'm sure you're already aware of.
Texturing — 9
Ambience — 6
Lighting — 8
Gameplay — 8
Bottom Line:
It's astonishingly detailed, but at the end of the day I just can't understand why CS 1.6 was the game of choice for this map.Someday, i will right an small editorial on the top-10 gs homebrew maps i've ever played, and this will be in the top-5 easy.
Brushwork, texturing are wonderflly done, and the lighting as well, tho i would have liked to seen some higher contrast bright areas somewhere in the map. R_speeds are also a bit high for a MP map, but it ran smoothly for my playtest
I agree with urby the ambience(sounds) could use help. Would have loved to hear some organ music in there, tho i know that would be obviously cheezy. did you experiment with that half-life echo thingie that i can't rememeber the name of atm?
I didn't feel the scale too too mcLargely huge, it seemed to be perfect to me. I would love to read a walkthrough of how you made the map or watch a timelapse.. just awe-inspiring work sir...
*****