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dm_curse

  • Taylor Swift
  • December 18, 2004 at 12:17 AM
  • Taylor Swift
    • December 18, 2004 at 12:17 AM
    • #1

    Well First i apologize for the stupid "dm_fortress thread" what was my own fault.

    I hopes you understand this.. Ah forget it.

    But now well lets see, the new map for hl2deathmatch..

    This time i count the props and i will try to use more "Walls and floor" work. Anyway the props are still needed in some areas of the map.

    I've got to work on this now.

    Here is some early screenshots of the map.

    Feel free to comment.

    [Blocked Image: http://img32.exs.cx/img32/3826/dmfortress00015bs.jpg]

    [Blocked Image: http://img32.exs.cx/img32/6075/dmfortress00079rn.jpg]

    [Blocked Image: http://img32.exs.cx/img32/9046/dmfortress00089iq.jpg]

  • Marcos
    • December 18, 2004 at 12:23 AM
    • #2

    What is it supposed to be? Looks like a mix between a bunker and a subway station to me

  • Jezpuh
    • December 18, 2004 at 12:30 AM
    • #3

    Looks fairly nice, but it seems that you just threw in some props again.

  • KidDynamite
    • December 18, 2004 at 12:45 AM
    • #4

    Maybe its a Bunway or a Subker. Is that a 2" Checkered floor step on the ground that goes around the room in the last pic?

  • SonicDM
    • December 18, 2004 at 12:47 AM
    • #5

    that overlay in pic 1 is horribly stretched. tone it down please.

    and in pic3 why are desks in a room like that?

  • Tequila
    • December 18, 2004 at 12:57 AM
    • #6

    It looks worse than HL1, and this isn't no harsh baseless put-down. Seriously, how have you squandered the 512x512 love? Everything is so blurred, bland and boxy. Serious reimagining is required.

  • Marcos
    • December 18, 2004 at 1:03 AM
    • #7

    Maybe Nexus thinks that textures should be scale 1 to save r_speeds?

  • Tequila
    • December 18, 2004 at 1:08 AM
    • #8
    Quote from Marcos

    Maybe Nexus thinks that textures should be scale 1 to save r_speeds?

    That's exactly what it looks like.

    Leave scale at .25 Nexus, very few textures need it tweaking with.

  • mike-0
    • December 18, 2004 at 1:18 AM
    • #9

    Scale down them there textures.

  • Fullauto
    • December 18, 2004 at 1:24 AM
    • #10

    Doesn't look terrible, doesn't look great either. The theme's rather dull, I must say.- I'd like to see something a lil' fresh myself.

    At the moment I'd be hard pressed to come up with a reason to play this map - give me something to reel me in, something special.

  • Crackerjack
    • December 18, 2004 at 2:29 AM
    • #11

    I say lose some pipes, have better lighting (light blue lighting is great for these kinds of areas... your architecture looks decent but nothin to craze about. Your textures are over scalled and blurred in areas... and it appears that you make a hallway and 2 rooms... then took pictures ...

  • RA7
    • December 18, 2004 at 12:34 PM
    • #12

    Looks nice indeed.

  • D3adlode
    • December 18, 2004 at 9:37 PM
    • #13

    In terms of graphics, perhaps Nexus doesn't have the hardware to run the game at full holt? I don't know as I don't have the game..

    It looks alright, it's obvious there's a way to go, but a good start.

  • Fletch
    • December 18, 2004 at 9:53 PM
    • #14

    that would look infinitely better with good lighting

  • kasikahma
    • December 19, 2004 at 8:09 AM
    • #15

    Looks promising but I hate those yellow lights.

  • FrieChamp
    • December 19, 2004 at 3:35 PM
    • #16

    I definately agree on the lighting, which is too yellowish right now. Also some information about the setting would be good, because judging from the screens it is kinda vague. Overall it looks like a real improvement from your last map though, keep it up buddy!

  • InsaneSingingBlender
    • December 19, 2004 at 4:46 PM
    • #17

    yeah i hate the lighting

  • Vinny Testaverde
    • December 20, 2004 at 5:09 AM
    • #18

    scale down your textures

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