drp
aa
- Oct 25, 2007
- 2,273
- 2,628
a summarized version on the original post is expected also. a list of names will suffice.
a summarized version on the original post is expected also. a list of names will suffice.
a summarized version on the original post is expected also. a list of names will suffice.
Who are you?
I created some assets for the map.. And who are you ? I'm not related to anything he posts but I don't like how this game is played. Tho I know him as I made the Hevsuit skin for him.
Are you map author? No.
Stop making such big deal over this and move along.
you do relise the bunch of you are all acting like dicks and amusing fact about this site is that you generally only get posts on your map thread if your getting trolled, there is a hell of a lot of people who come here looking for input here and usually get no useful feedback or trolled over 1 thing which than overshadows the thread.
I could say the same thing about you.. You have had absolutely no input in this at all.
Yes, but i am not jumping all over the walls because site staff is telling map author to add credit list to main post, because at the end of the day, you cause more harm on your friends map thread than good.
I mean he gave us a very good list and still they're not happy.. ? Anyway, this is my last post in this thread.
I play on the first blackmesa a ton, it is fun, has flaws, but is fun.
I've played on this one too (well, I DL'ed it and ran through it)...
~I like what you did with what was the vents in BM1, the conveyers work well.
~A looks really too crowded, and to get up onto that ledge is annoying for classes who can't do extended jumps...
~When you cap L and C, the headcrab spawns... interesting and fun idea, but if your going to do that, make it a non-solid model, I got stuck on it a couple times.
~As much as I enjoy sniping down the Long hallways of C and L, I also don't like the sightline...
~Adding a couple more area's (and more obvious areas) for when your trying to get it out the sludge under A would be best for first time players.
~For the spawns, they are still really campable, imo, adding another door to that same hallway makes it just too easy for a heavy or even (now) a sentry to cover... maybe allow for easier access to the upper vents/take it out into that little office across from the sliding doors that lead to the vents
~Clipping on some of the doorframes would be great too.
Anyways, BM1 is fun to play, but what happened to eGO, I thought they were doing your testing?
I just want to note that i think flourescent green nuclear waste looks awful in tf2. Can't you just use a more muted colour with a glow that would actually fit inside the tf2 palette?