Welcome Home
Welcome Home by Wolfen
Comments
Add a comment
avatar
**Preview only**
Be sure to submit your comment
Formatting help
Submit
Preview
Cancel
Submitting comment...
avatar
FragTastic Rep. 2459
#24   11 Jan 2012
Very creepy welcoming :P. The music adds tension when playing the game and its good but not the best. 7/10.
Agree (0) or Disagree (0)
Zingmat unregistered
#23   22 Dec 2010
Scary music, that's all I have against it.
Agree (0) or Disagree (0)
not entered unregistered
#22   09 May 2001
Not bad stuff. A bit slow in the room with the Armor and Railgun, but nice detailing.
Agree (0) or Disagree (0)
tubby unregistered
#21   16 Sep 2000
9/10
very beautiful map...
some clip-brushes needed around the RL area...
i wish i could give it 9.9/10
Agree (0) or Disagree (0)
Sokkratez unregistered
#20   04 Sep 2000
wolfen you fuckin llama ;P

nice map d00d... sokky like arches...

arches + nice lighting = jizzmatic

Agree (0) or Disagree (0)
Wolfen unregistered
#19   04 Sep 2000
Ive actually opened up that map in q3radiant before and thought about it, but im to lazy to retexture the whole thing haha. That and the scaling is way different, so texture scheme and any multi-layered floors would have to be revised to.

Man wolfendm2. Thats an old school map of mine heh. Surprised anyone on this planet aside from myself even played it heh.

Agree (0) or Disagree (0)
shrapnol unregistered
#18   04 Sep 2000
duuude you should do a remake of WOLFENDM22 from Q2 to q3 that map ruled my LAN partys for quite some time this map here is sweet as well. E-MAIL me any one lol shrapnol@hotmail.com
Agree (0) or Disagree (0)
Wolfen unregistered
#17   04 Sep 2000
Well. Regardless who reviewed it, I have takin all these comments and made sure that I dont screw them up in this next map. When its released I dont know becuase of it possibly being in a map pack.

Id like to thank lvl team for such well rounded review site. Good comments section, honest reviewing, its just an all round great site for the readers and the mappers who are reviewed. Kudos to you guys.

Agree (0) or Disagree (0)
Mandog unregistered
#16   04 Sep 2000
stoned

30 Aug 2000 22:16

lol you have blown your tenner we actually write all the reviews together but in this case its probably more Tig than me.

Agree (1) or Disagree (0)
GONNAKILLYA! unregistered
#15   03 Sep 2000
Coolio
Agree (0) or Disagree (0)
Wolfen unregistered
#14   03 Sep 2000
Thanks. I know where your talking about. Two grates spots, just needed to know the right one hehe. Ill check it out.

As for the "trans" surface parm being an error. Thats not the case. It seems a "trans" surface parm will take over a whole brush if its on only one face.

Thanks again!

Agree (0) or Disagree (0)
GONNAKILLYA! unregistered
#13   03 Sep 2000
Wolfen, I found the problem here.

Start in the RL room. Run thru the door, run down the left hallway and then again hang a left. Walk down the hall towards the room with the Jesus md3 on the wall. When in the room, where you can see the Jesus md3 and the haste powerup, look down at the lower level. Those are the grates I fell through. Man, I just tried falling thru again and couldn't do it.

Maybe it was one in a million or I stepped on a brush with no surface parm. I had that problem during beta testing on my map where if any one of a brush's 6 sides had a texture on it that had no surface parm (non-solid), then I could fall right thru it, irregardless of the fact that the upper side (the one I'm walking on) of the brush had a surface parm set. I just figure it's a bug of using Build 199. Check all yer shaders in notepad to make sure they're all solid. I don't know, maybe there was enough room between the grate brushes and I just happened to hit it right.

I hope my directions thru the map aren't confusing. If you still can't find it, my ICQ #is 83204985. We'll run thru the map and I'll show you.

Hope this helps.

Agree (0) or Disagree (0)
Wolfen unregistered
#12   02 Sep 2000
Really now? Which room with grate were you falling through at some point? There has been all kinds of mess up's not found from the beta testing we did =(. If you can tell me I may finally have enough comments to push me to make a fix for all these. I definatly had no intentions of people falling through grates. Infact I could swear there was clips over all of them.

Im taking alot of the suggestions ive recieved and implementing them into my next map. I even have ambient sounds in the new one ; )

Thanks for the compliments. Posts like yours and Stoneds' are motivational to me and is what keep me mapping.

Anyways. Thanks again. It is greatly appreciated.

Agree (0) or Disagree (0)
GONNAKILLYA! unregistered
#11   02 Sep 2000
I must say this is one of the most id-like maps I've ever seen. I mean that in a good way. Your texture selection and fit and finish are right up there in the quality department.

Except for the caulk textures in the RL room (on the top of the statue mount as stoned has previously mentioned) and the grating in the floor. My gripe with the grating on the floor has to do with the room just off the haste powerup (you grab the haste, the jumppads to yer right and the floor grating's on the left). Anyway....I was running across it and I FELL IN! It was hilarious! My only beef is that I didn't die as expected. I had to /kill my player to get back in the game. (I tried to fall through again but I was unable. It still doesn't mean I didn't fall through.)

I think you could either place a trigger-hurt in the pit and set the dmg key to 100 or use brushes to clip off the grates completely. (I don't know if you were trying to let guys fall through)

Anyway, the rest of the map is beautiful. I love the chandeliers in the Red Armor room...the shadows are wicked. Your texture selection, with the use of the goth textures blended with cool wood trim and the generally clean placement really finish off a cool map.

The flow of the game could have been quicker with the addition of a teleporter, I thought. Just a brain fart.

Kudos on an excellent job.

Agree (0) or Disagree (0)
Wolfen unregistered
#10   31 Aug 2000
Actually I ended up making one that way now. Its got a dup wav file in it.

Ill email the team here and let them know where to grab it so they can post it.

Agree (0) or Disagree (0)
stoned unregistered
#9   31 Aug 2000
Why the hell am I still up?! :)

Heh, anyway. Please do us modem using bastards a favor and make the large music file optional. We really appreciate it when people do that. ;)

/me goes off to pass out for the night.

Agree (0) or Disagree (0)
Wolfen unregistered
#8   31 Aug 2000
True, I did name it tourney hehe. My bad as well. It is a misleading title if some one doesnt read the read me hehe.

Oh and your comment on the sound file. Your right on the missing sounds. I cant believe I didnt even think about them. <--Smacks his forehead-->

Next project on list is a map pack with a friend or two. Were shooting for new music, textures, maps, yadda yadda. Wish us luck hehe.

I been using radiant since its beta days (ravages of radiant qer.com are my old baby's i started heh) So I know my way around the editor its self at least haha. Cant say much more about my mapping skills though haha.

Anyways, thanks again. Appreciate the feedback and the compliments.

Agree (0) or Disagree (0)
stoned unregistered
#7   31 Aug 2000
I didn't read the text, true. But, the name of the map IS js_tourney1 dude. ;)

I am looking forward to your next map though. You've obviously got some radient skeelz.

Agree (0) or Disagree (0)
Wolfen unregistered
#6   31 Aug 2000
Odd. THought I put a clip brush up there. Owell. If you people would read the read me though it does say "This was "originally" meant to be a tourney map it turned out more suitable for 4-6 players"

Next map will have more enviro sounds, Thanks for the honest feedback. Unlike others who like to call people llama off the bat, ;)

Agree (0) or Disagree (0)
Niptlar unregistered
#5   30 Aug 2000
Too many weapons from tourney, and pretty mediocre ammo balance and item placement. Generally, there are also way to many items.
Agree (0) or Disagree (0)
stoned unregistered
#4   30 Aug 2000
This is not a great tourney map. It's too big and has two powerups in it (powerups + tourney maps = bad because they slow down gameplay). Fun for small FFA's though. The area where the statues are in the outdoor section should have either been clipped off or had textures put on top of them. As it is now you can RJ up there and camp which isn't necassarily a bad thing, but when you do it, there's no texture on the surface you're standing on.

My advice to Wolfen would be to ditch the 8 meg sound file next time and put some effort into actually putting some good sounds in the map itself. There is not ONE single environmental sound in this entire map anywhere. For those of us that play with music turned off (and I bet that's a big percentage), this map feels horribly unfinished because of the lack of in-map sounds.

Oh yeah, 10 bucks says it was Mandog that wrote the review and not Tig. Just a hunch. :)

Agree (0) or Disagree (0)
Powzer unregistered
#3   30 Aug 2000
Nice job Wolfen, the level turned out great, keep it up!!

I would like to know for which q3test map you are being called a "llama"??

Agree (0) or Disagree (0)
Wolfen unregistered
#2   30 Aug 2000
Sorry to say sir that I did not. This is all original work from me. There was no intention of "stealing" or "borrowing" or what ever you would like to call of it, of any previous q3test or released quake3 maps.
Agree (0) or Disagree (0)
Mappa unregistered
#1   30 Aug 2000
what a llama. He stole this layout from an ealier q3test map. tsk tsk
Agree (0) or Disagree (0)
Clear