now thats what i call a hl1 map
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Reminds me of an UT-CTF map
I have no idea how this would play in HL-DM -
Wow, nice work Squad!
The ammount of brushdetail is very impressive!
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Thanks

Any comments on those blue "beams" of light (last pic)? Still not sure if I should keep them or not.
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Keep em! I dont know why, but they really fit in. And they look great

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*bump*
Here's a first beta of the map. r_speeds are rather fucked up in some places, but I don't really have the time to fix them.
[Blocked Image: http://users.telenet.be/koetchie/dm_shift01.jpg]
[Blocked Image: http://users.telenet.be/koetchie/dm_shift02.jpg]
[Blocked Image: http://users.telenet.be/koetchie/dm_shift03.jpg]
[edit]
Pics and .zip are taking rather long to upload

Please hold on.
[/edit]
[edit2]
New download link here.
[/edit2]
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you have some good use of curves and looks like flow for a fast paced game.
post a pic of the layout so we can see how your map flows.
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I've been on smallband for the past couple of days, so I haven't been able to upload beta1 yet.
As soon as my bandwith is fixed again, I'll post it here.
Anyway, here's a layout pic (please note that some areas are overlapping so it's probably not so easy to catch the exact layout):
[Blocked Image: http://users.telenet.be/koetchie/dm07.JPG]
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Looks awfully corridor happy to me. Take the top left corner for example - its a long distance of corridor running before you reach a room. I appreciate the need for vis blocking and all, just looks like there are too many dull long corridors for great gameplay.
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that's the kind of layout that people never really learn; they just run around through all the corridors waiting for somebody else to show up.

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Maybe just consider cutting the whole upside down "U" section on the top left.
It doesn't seem to be doing much other than adding more hallways.
There still seems to be good flow without it...
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I guess the corridors look longer than they actually are, although I have to agree that there might be to much of them. They're also rather narrow, but I don't really feel like changing that at this point (it's not like the map is gonna be played en masse anyway
).Ginsengavenger: the layout is really not that hard. It's actually loosely based on the Stack level from GoldenEye (as you can probably tell, now that you know that) and as far as I know, that level was not too hard to learn (eventhough it has the same textures throughout the whole map, unlike mine).
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So long as you're very well aware how easy it is to delude oneself about a map's complexity.
I think we're all quite guilty of that.And remember that people learned the goldeneye maps because that's all they *had*. Your map does not have the benefit of official status so it has to be as immediately accessible and comprehensible as possible, and at the same time offering really interesting gameplay. I would rethink the corridors or at least learn their lesson when you go to plan your next map.
I also like to think that the general understanding of what makes for good, interesting multiplayer flow has evolved since goldeneye was out ;s
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It's actually loosely based on the Stack level from GoldenEye
Oh boy, what a map...*dream*
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Half Life 1 dm maps looks better then hl2 maps, they got the old dm feeling there..
keep up the good work.
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oh squad m8, the link doesnt work

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Quote from Nz-Nexus
Half Life 1 dm maps looks better then hl2 maps, they got the old dm feeling there..
I think thats a wrong opinion, look at fortress forever. THey're able to keep the TF look and atmosphere on a new engine. However all the HL2DM levels have been based around HL2 rather than the sense of DM so your opinion seems flawed in my opinion.
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I have to agree with nexuz on this one, uber realistic themes dont fit for deathmatch imo. Thats what he meant I think fetter.
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Woops, totally forgot to update the link, Mino. Sorry!
Here it is.
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I think its pretty cool, but id like to see some larger pictures so we know what the texturing really looks like.
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