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dm_underpass *download beta 3*

  • Kamikazi!
  • December 13, 2004 at 9:11 PM
  • Kamikazi!
    • December 13, 2004 at 9:11 PM
    • #1

    http://hinkey.ca/maps/dm_underpass_b3.bsp

    Thanks hinkey.

    You can find old pics here http://www.w00th4x0r.com/hl2dm/

    Ok these pics are more for layout changes as opposed to how it looks. Though I don't care which you comment on. I should be updating this post again later today with information on a download link. Though I am trying to keep it semi closed beta, so those filthy map packs don't release unfinished work. If you don't see it from the last screens, thats what got removed.

    [Blocked Image: http://www.w00th4x0r.com/hl2dm/dm4g/dm4g0000.jpg]

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  • zaphod
    • December 13, 2004 at 9:24 PM
    • #2

    looks pretty damn good

  • Marcos
    • December 13, 2004 at 9:32 PM
    • #3

    Yep, but some more eyecandy will be good (i know you are going to add that later)

    How is the map layout wise? Seems like it's pretty complicated, like you need to learn how to play the map. My opinion is that DM maps should flow natualy for the player...

  • Kamikazi!
    • December 13, 2004 at 9:34 PM
    • #4
    Quote from Marcos

    Yep, but some more eyecandy will be good (i know you are going to add that later) How is the map layout wise? Seems like it's pretty complicated, like you need to learn how to play the map. My opinion is that DM maps should flow natualy for the player...

    The way I got it, you should be able to keep running forward and never get stuck at a dead end.

  • mike-0
    • December 13, 2004 at 9:34 PM
    • #5

    Looks great! Dont put the citadel in there.

  • Minos
    • December 13, 2004 at 9:39 PM
    • #6

    Looks really great man, I love this one. The only thing that I really dont like are those crazy buildings on the last pic, really dont fit the theme.

  • Kamikazi!
    • December 13, 2004 at 9:42 PM
    • #7
    Quote from Minotauro

    Looks really great man, I love this one. The only thing that I really dont like are those crazy buildings on the last pic, really dont fit the theme.

    I hate to be one of those annoying mappers to explain everything, but I am going to Not that I'm trying to be defensive, but maybe since that portion isn't complete this will help. It is actually a warehouse getting destroyed by the combine, I just haven't gotten to adding the destroyed look to it yet. It is also missing the smoke stacks and conveyr.

    [Blocked Image: http://www.w00th4x0r.com/misc/nm.jpg]

  • jaardsi
    • December 13, 2004 at 10:40 PM
    • #8

    Really hot

    Some of the walls look a bit too tall, though :-?

  • Zyn
    • December 13, 2004 at 10:57 PM
    • #9

    Much <3 there, Kami.

  • kleinluka
    • December 13, 2004 at 10:58 PM
    • #10

    Looking great there, Kami. I don't think the buildings look off. If you look at the reference it looks spot on.

  • Tequila
    • December 13, 2004 at 11:01 PM
    • #11

    Sexual. The brushwork, the lighting... it all comes together so well to create a single, powerful theme.

  • -Stratesiz-
    • December 13, 2004 at 11:03 PM
    • #12

    Outdoor parts looks great, the indoor areas look rather plain and dull and have some rather unlogical pipe constructions like

    http://www.w00th4x0r.com/hl2dm/dm3t0006.jpg

    http://www.w00th4x0r.com/hl2dm/dm3t0007.jpg

  • ReNo
    • December 13, 2004 at 11:06 PM
    • #13

    I really like the look of this, not much to criticise about it really. Could perhaps benefit from some small dashes of colour around the interiors? I'n clutching at straws, what can I say!

  • insta
    • December 13, 2004 at 11:41 PM
    • #14

    Looks awesome, and quite large as well. Good job!

  • KidDynamite
    • December 14, 2004 at 12:03 AM
    • #15

    that looks pretty damn cool man. good job.

  • Thrik
    • December 14, 2004 at 12:20 AM
    • #16

    Lol, yes. It looks pretty good outdoors, but your indoors suffer a bit. Those pipes are definitely a problem, because it seems like it'd be physically very unrealistic to have pipes in those positions.

    http://www.w00th4x0r.com/hl2dm/dm3t0009.jpg

    In that picture for example, why are the handle things on the pipes totally unreachable from the platform? One of the pipe turns around on itself halfway through too, which doesn't really make any sense. All these things have a big impact on the immersion and will be picked up by people, so be extra careful with that stuff.

  • Duff-e
    • December 14, 2004 at 12:22 AM
    • #17

    i would like to point out the hand crank valve in hl2......in the level where you have to break open the floatable devices trapped under the water in order to jump to the other side (its like the 3rd puzzle)

    the valve to raise the water was in a completely unrealistic place

  • Tequila
    • December 14, 2004 at 12:26 AM
    • #18

    You see stuff like that all the time in real life. Redundant valves that are seemingly unreachable; it's not so unrealistic.

    Then again, who cares? I'm all for a logical, well-thought out map, but accurate pipe systems isn't really a priority, especially considering the tight deadline on this competition.

    Also: are the pipes models or brushes?

  • SonicDM
    • December 14, 2004 at 2:23 AM
    • #19

    /me clubs kamikazes kneecaps. must stop competition !!!!

  • Vinny Testaverde
    • December 14, 2004 at 2:52 AM
    • #20

    i like it, but...

    thats the best sewer you can do?

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