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dm_ultracore

  • venomus
  • January 11, 2005 at 6:45 PM
  • venomus
    • January 11, 2005 at 6:45 PM
    • #1

    Hello, just another Rust minion dropping by. These are shots of my map dm_ultracore. It's small and intended to reflect the gameplay of old classics like frenzy, datacore and rapidcore, while matching up to the next-gen aesthetics of Doom 3's tomiko reactor. Originally I had not intended to enter the contest because I had plans for a much larger project dm_synapse. This map is basically the work I had already done on it.

    [Blocked Image: http://img34.exs.cx/img34/3566/dmultracore00019kw.jpg]

    [Blocked Image: http://img34.exs.cx/img34/9324/dmultracore00024qc.jpg]

    [Blocked Image: http://img34.exs.cx/img34/3953/dmultracore00058st.jpg]

    [Blocked Image: http://img34.exs.cx/img34/2235/dmultracore00079xw.jpg]

    [Blocked Image: http://img34.exs.cx/img34/9434/dmultracore00088nc.jpg]

  • Sven_E
    • January 11, 2005 at 6:50 PM
    • #2

    looks kinda plain and blocky. but the 2nd pic looks cool.

  • Phlek
    • January 11, 2005 at 8:17 PM
    • #3

    Just started my own DM map in the citadel. Looks nice though, I like the horizon.

  • RD
    • January 11, 2005 at 8:49 PM
    • #4

    this reminds me of datacore

    Post some more clear pics tho, cant see much from these shots

  • venomus
    • January 11, 2005 at 10:02 PM
    • #5

    Here are some more pictures. Also the image host for the first batch seems to be down. Hopefully they should be visible again soon.

    [Blocked Image: http://img.photobucket.com/albums/v239/dsgfsdfsd/dm_ultracore0004.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v239/dsgfsdfsd/dm_ultracore0009.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v239/dsgfsdfsd/dm_ultracore0013.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v239/dsgfsdfsd/dm_ultracore0014.jpg]

  • W01f
    • January 11, 2005 at 10:26 PM
    • #6

    looks cool Nice to see I'm not the only one using the citadel textures.

  • mike-0
    • January 15, 2005 at 12:52 AM
    • #7

    i dig

  • Evert
    • January 18, 2005 at 10:55 AM
    • #8

    Cool, really looks like the citadel.

  • tundra_cool
    • January 20, 2005 at 1:05 AM
    • #9

    Looks pretty good but Rapidcore was not a classic, just a crappy submission.

  • RD
    • January 20, 2005 at 12:08 PM
    • #10

    It takes genius to recognise genius, and rapidcore was it. Btw has anyone played this map?

  • MJ
    • January 24, 2005 at 5:58 AM
    • #11
    Quote from tundra_cool

    Looks pretty good but Rapidcore was not a classic, just a crappy submission.

    i agree.

  • von*ferret
    • January 24, 2005 at 6:38 AM
    • #12

    3rd pic shows a lot of your level!!! CONGRATS. Sersiously take pics of your level not the sun entity.

  • mikezilla
    • January 24, 2005 at 6:39 AM
    • #13

    maybe he was showing off one of the nice little touches in the map

    i thought it was a nice touch as well, gave me geography on the map location.

    so why dont you cool your ego when posting comments

  • von*ferret
    • January 24, 2005 at 6:41 AM
    • #14

    I'm sorry mike but if he stood back and took a more broad picture of the surrounding areas and how the window and sun interacted with other details it would've been more successful representation of his level. However in that picture we see a window made out of brushwork. Prop models. The skybox. And the sun entity. Its not much for show of his level or his ideas.

  • mikezilla
    • January 24, 2005 at 6:47 AM
    • #15

    and yet you didn't say that the first time

    you made a derogatory comment with no feedback whatsoever

    peculiar

  • kleinluka
    • January 24, 2005 at 2:59 PM
    • #16

    I dont see anything wrong with it either... The other shots showed something of the level... guess the sunglow one was (like mike said) simply to show one of the cool side features of the map......coooool

  • tnoh
    • January 25, 2005 at 11:38 AM
    • #17

    Can players use those energy balls as a weapon like in hl2, that would be nice feature

  • RD
    • January 25, 2005 at 11:19 PM
    • #18

    Maps like this have a good chance of winning i think.

  • venomus
    • January 27, 2005 at 1:49 AM
    • #19

    Ferret I see your point but please, remove the stick/cucumber/pool cue. I only took the shot to show the city + clouds skybox that I tried to recreate as it was one of the most impressive moments in HL2, nothing particularly new in terms of graphics but its just the setting and immersion factor when you realise your on top of that tower that makes it stand out in the game. Admitted its a small and 'indoors' map so there aren't exactly any points where I capture a shot showing the w hole map, unless I did an overview but meh.

    I'm pretty well satisfied with the map even though I don't think it realistically has much chance of winning (thnx RD anyway \m/) against the extreme quality work that surfaced in the last 2 weeks or so of the contest. Nothing like cold hard cash to motivate the best mappers out there :roll:. Probably the main card it has to play is its originality while still adhering to a strictly HL2 setting, I have not seen many other maps set in the actual citadel.

    I'll release the map after valve announces the winners of the contest in a week or so.

    Can players use those energy balls as a weapon like in hl2, that would be nice feature

    Yes but they sort of lag in mp when you are carrying them. Maybe a way to fix that (I didn't have time to find it) but its not really too bad.

  • Phlek
    • January 27, 2005 at 2:57 AM
    • #20

    I had some of those energy balls in one of my latest maps, but it doesn't really act the same as they do in single player. The balls bounce off of eachother between the beginning and end of the beam, going away at the top not so often. Same problem with the vpyshics beam that raises objects when you enter the beam, doesn't seem to work on player...only on prop_ entities. Did you have the same problem with this?

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