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[WIP]HL1DM Mappack Entry

  • KIIIA
  • April 17, 2005 at 5:37 PM
  • KIIIA
    • April 17, 2005 at 5:37 PM
    • #1

    Right now im working on my entry for a HL1DM Mappack.Aiming for a fast 4-8 players DM Map in tourneystyle.Not shure if im going to add some funky entity stuff like an airstrike etc.The pics show the first nearly completed location.

    What are we talking about?

    [Blocked Image: http://home.arcor.de/lataba/dmb0000.jpg]

    -

    [Blocked Image: http://home.arcor.de/lataba/dmb0001.jpg]

  • Schmung
    • April 17, 2005 at 6:16 PM
    • #2

    Brushwork is a bit cluttered for my taste, but shows promise. Lighting is too bland and uniform.

    Worst thing is those default textures though, go forth and find something a bit nicer and it'll lift the whole thing.

  • Taylor Swift
    • April 17, 2005 at 6:19 PM
    • #3

    Improve your skills with Source, not with old half life.

    The map itself looks messed up.

  • KIIIA
    • April 17, 2005 at 6:21 PM
    • #4
    Quote

    Worst thing is those default textures though, go forth and find something a bit nicer and it'll lift the whole thing.

    Mappack`s rules do restrict me to the original HL1 content, no custom stuff allowed.Keepin` it straight oldschool!

  • Squad
    • April 17, 2005 at 6:26 PM
    • #5
    Quote from Nz-Nexus

    Improve your skills with Source, not with old half life.

    Nothing wrong with improving your skills with old HL, imo.

    Map shows promise, but there's still a lot to be done (see Schmung's post).

  • mike-0
    • April 17, 2005 at 7:07 PM
    • #6

    i like it.

  • Marcos
    • April 17, 2005 at 7:08 PM
    • #7

    Mmm i like oldschool style. The map looks good but add some stronger colours. And the red beam thing.. Maybe make something around it (some elecrtic shit) so it seems more logical that its there.

    Nexus, whats up with you saying what other ppl should do? I think we are all capeble of choosing our own ways here..

  • ReNo
    • April 17, 2005 at 8:37 PM
    • #8

    I clicked this link before seeing who made the thread, but the picture really gave away that it was you You really do love giant air ducts don't you! The steam coming out the vent in the first shot is much to small, scale it up to make it more suiting to the size of the vent.

  • DaanO
    • April 17, 2005 at 10:04 PM
    • #9

    I really don't like this to be honest. It's just that things don't match. Architecture is ok, but the texturing just doesn't make sense.

  • mike-0
    • April 18, 2005 at 2:20 AM
    • #10

    got a link to the contest? id like to see it.

  • von*ferret
    • April 18, 2005 at 3:35 AM
    • #11

    Your lighting needs better value contrast, as its very bland with little or no shadows. Lighting fixtures in vents? I like your little lit icon thing, it was nice.

    Are you only allowed to use halflife base textures?

  • KIIIA
    • April 18, 2005 at 5:33 PM
    • #12

    the contest this map is being constructed for:

    http://www.thewall.de/forum/showtopic.p ... &pagenum=1

    And for all the people not able to understand german, the basic rules:

    -focus on gameplay

    -wpoly Limit 500!!!! (peak is about twice in my map atm...)

    -only original HL content (textures, sprites, models etc) NO CUSTOM STUFF!

    So its more a Mappack of HL1DM Maps optimized for gameplay,by some mappers who still enjoy doing that Oldschool stuff!

    If you enjoy doing so too, you`re welcome to join us:)

  • mike-0
    • April 18, 2005 at 10:58 PM
    • #13

    holy hell 500 wpoly? Come on, man, no one has a geforce fx 18.00 anymore

  • Mazy
    • April 19, 2005 at 9:18 AM
    • #14

    sometimes its pretty good practice to try and make something look good with as few polys as possible. However, the pics you've shown still look rather undetailed for 500 polys, but okay.

    Also when you've work with simple geometry then lighting is your friend, you can make a box room seem extremely detailed with the right tone of lighting.

  • KIIIA
    • April 23, 2005 at 8:35 PM
    • #15

    Updates about my entry for theThW HL1DM Mappack

    To prevent possible dissapointment when looking at the screens, remember the contest rules:

    -Strict Poly limit of 500!!!!

    -Strict focus on gameplay, visuals can be left behind!

    Due to a too eyecandy-ish layout that couldn`t be brought together with the strict Poly limit of 500 i needed to realize a new, straight aiming for gameplay on cost of the visuals, layout.

    And this is, where the journey is about to lead to in the end:

    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0000.jpg]

    -

    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0002.jpg]

    -

    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0003.jpg]

    -

    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0005.jpg]

  • Fullauto
    • April 23, 2005 at 10:14 PM
    • #16

    Rather wooish if I do say so myself. Love the new look - may be low detail, but it's got a really strong visual motif to it - the walls evoke combine architecture a little. Definately has the look of an old-school DM map, great job.

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