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de position

  • Taylor Swift
  • January 29, 2005 at 6:48 PM
  • hamst3r
    • January 30, 2005 at 5:43 PM
    • #41
    Quote

    Those lights need env_lightglow Smile

    Yea.

    sexy.

  • ReNo
    • January 30, 2005 at 9:35 PM
    • #42

    I'd love to see people trying to reclaim their clothes from the washing line in the last picture, seems a bit of an inaccessible location to put them

  • csharp
    • January 30, 2005 at 9:38 PM
    • #43

    it looks like combine of de_tides and de_piranesi, but its still cool.. Maybe there are too many trees, you should remove some.. Nice w0rk nexus

  • Phlek
    • January 30, 2005 at 11:54 PM
    • #44

    Looks like you copied from the sdk_de_cbble map, that said....looks nice.

  • mike-0
    • January 31, 2005 at 12:48 AM
    • #45

    Ok, i hope this settles all arguments on whether or not he made the map.

    It looks good. But, it doesn't seem like you're the one who made it look good, more like the modelers doings. Definitely glows, though. And dont quit like you do all your other maps.

  • Taylor Swift
    • January 31, 2005 at 7:27 AM
    • #46
    Quote from mike-0

    Ok, i hope this settles all arguments on whether or not he made the map.And dont quit like you do all your other maps.

    Okay.. I see you people like this map, and you says that it looks good.

    But i did not really expect that so thank you very much.

    I want to let you know that in 2001 i've made a cs 1.6 map what looked something like this one, but as tides was not even released i didnt have a clue about it and something.

    So.. I started up this map for source, i had some old screenshots from my old cs 1.6 map and did some small remake on the area. But with some addons of props and models and the light... I think that this map can go long. I have some skills from dm_factory allready (heheh)

    Thanks to everyone who made a comment.

    I'm back later with some important details about the map.

  • Defrag
    • January 31, 2005 at 2:40 PM
    • #47

    OT: Your sig makes you look a bit of an egomaniac (assuming the person was talking about your map). The map is pretty decent, but that dude must be blind

  • DaanO
    • January 31, 2005 at 3:41 PM
    • #48

    Just because we switched to another engine, doesn't mean generic enviroments are cool again. I'd go for a more original theme. The map itself is done decently, that's not it.

  • Taylor Swift
    • April 23, 2005 at 1:12 AM
    • #49

    So well!

    It was some time in january when the last reply was made by daan0.

    4 months have gone..

    And im still working on the map..

    Sometimes i dont have time to work on this map so i am involved in a couple of other projects.

    I've decided to finnish this map because i have to do it.

    The map didnt change much since the last reply from january month.

    I only updated it here and there and replaced some textures and added some details.

    And of course i made it a littlemore bigger.

    Very soon i will be back again and you will get more information about the map later. And now, let me show you what is done.

    Please post your comments.

    [Blocked Image: http://img256.echo.cx/img256/6999/deposition00168ov.jpg]

    [Blocked Image: http://img256.echo.cx/img256/1623/deposition00120rl.jpg]

    [Blocked Image: http://img256.echo.cx/img256/561/deposition00117yf.jpg]

  • Minos
    • April 23, 2005 at 1:24 AM
    • #50

    That looks pretty good nexus!

    Things I don't like:

    * Lighting is too uniform

    * Dead trees everywhere. I dunno, Im just tired of them, every fucking map has some nowadays.

    * Some parts look too tiny, that would affect the flow considerably

    * Windows were placed too high, looks like they are touching the ceiling

    * Pointless crates in some places

  • Campaignjunkie
    • April 23, 2005 at 1:31 AM
    • #51

    I agree about the dead trees. Especially those dead bramble bushes - I think it just looks awkward. But if you do decide to keep the bushes, you might want to turn off shadows for them at least (it's blackening the ground under them).

    Plus, what's wrong with the street in the 3rd shot? Rather than displacements, it just looks like a lighting error or something. You might want to fix that somehow. Overall, the map doesn't look too bad, but it kind of looks messy/cramped in general - like you're just cramming as much stuff into it as possible.

  • Taylor Swift
    • April 23, 2005 at 1:40 AM
    • #52
    Quote from Minotauro

    That looks pretty good nexus!Things I don't like:

    * Windows were placed too high, looks like they are touching the ceiling

    * Pointless crates in some places

    About the windows were placed to high, i can absoulty agree with you on that thing. Need to change that.

    But, when you are talking about my crates i was placing them at the open fields or areas where the player needs to hide somewhere. When the player will be in action he can hide behind the crates i was thinking.

    Well thats true that there is too much of the crates, and i have to remove some of them. I have to start think more about my map and not about de_dust gameplay, thats why there is so much crates like in de dust. But i see, it doesnt work in my map. lol. thanks for the comments i see i need to fix the problems before i will move on and start working on the second part of de_position.

  • Grin
    • April 23, 2005 at 3:03 PM
    • #53

    Thumbs up.

    About the trees...well there ain't many decent treemodels for source..

  • mike-0
    • April 23, 2005 at 3:10 PM
    • #54

    looks good, but i have a suggestion.

    [Blocked Image: http://img256.echo.cx/img256/6999/deposition00168ov.jpg]

    In that pic, youll notice the bottom level (what you focus most on) has a yellowish lighting tone to it, but the upper level seems to have plain old white lighting. Now i know youre saying "well, its lit by the moon so it is white", but i think the white lighting just doesnt fit. I would add some light props (like lanterns or something) to the top level to give it the yellow feel.

  • von*ferret
    • April 23, 2005 at 6:05 PM
    • #55

    I disagree, I love the "cake" of light haha

  • kleinluka
    • April 23, 2005 at 6:21 PM
    • #56

    yeah me too. leave the lighting

  • Grin
    • April 23, 2005 at 8:02 PM
    • #57

    Yeah, I've always loved multicoloured lighting.

  • Hourences
    • April 23, 2005 at 8:58 PM
    • #58

    Light looks ok to me, its not real white either I think, more like soft blue no ? Blue > white

    Is this me or is the left latern casting a shadow on the left wall in the first pic ?

    If youre going to have yellow light you cant have white lamps. The latern tex is white while your light is yellow. Lensflares/Coronas inside them would help too with the glowy feel, or some other type of glow effect

    Funny how source barely has trees too, in UT everyone uses the same old trees over and over again as well. Thing is, source at least has decent trees, UT hasnt so everyone keeps on re using complete shite trees

  • DaanO
    • April 24, 2005 at 2:08 AM
    • #59

    We were spoilt by loads of custom stuff in HL1 and mods. I hate the trees already.

  • Tequila
    • April 24, 2005 at 1:23 PM
    • #60
    Quote from DaanO

    We were spoilt by loads of custom stuff in HL1 and mods. I hate the trees already.

    There should be a little imp locked in the tower of a castle, but with a PC and an internet connection, obv., who does nothing but churn out custom content and send it to random places for everyone to revel in. What a joyous world that would be.

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