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[Release] De_Dam Beta 1a

  • cdxx
  • November 4, 2005 at 7:13 AM
  • cdxx
    • November 4, 2005 at 7:13 AM
    • #1

    hey everyone, I've released the de_dam map I've been working on. It's still beta so I know there are many tnings that still to be fixed (and finished) Check the read me file in the zip for more info.

    Also keep in mind that this is my first real map. I've only been mapping for 11 months so please give me a reach around when critiquing it.

    PICS:

    http://www.sourceprefabs.com/ftp/joe/DamPics/beta1a/

    DOWNLOAD:

    http://sourceprefabs.com/modules.php?op ... it&lid=184

  • Fruchtzwerg
    • November 4, 2005 at 7:40 AM
    • #2

    Looks nice. One thing: these yellow stakes in some pictures are too big.

  • DelaZ
    • November 4, 2005 at 10:57 AM
    • #3

    Cool, but where is the dam?

  • Minos
    • November 4, 2005 at 11:16 AM
    • #4

    Looks pretty cool! gj

  • ⌐■_■
    • November 4, 2005 at 12:39 PM
    • #5
    Quote from Minotauro

    Looks pretty cool! gj

    +1

  • cdxx
    • November 4, 2005 at 3:57 PM
    • #6
    Quote from DelaZ

    Cool, but where is the dam?

    it's there. just not in any of those screens though.

  • Zacker
    • November 4, 2005 at 4:56 PM
    • #7

    Nice improvement from the first versions!

  • teeluu
    • November 4, 2005 at 7:07 PM
    • #8

    Well umm, it's ok but i'd like to see some more trimming with textures or brushes. Also it feels a little overscaled to me

  • cdxx
    • November 4, 2005 at 7:18 PM
    • #9
    Quote from Swifty-

    Well umm, it's ok but i'd like to see some more trimming with textures or brushes. Also it feels a little overscaled to me

    I have to make sure the textures are all line up properly, I know of a few places that need fixing (i'll fix for beta 2). As far a trimming I'm not sure if I understand. can you give me some examples to help me.

    as far as scaling goes I'm not very sure if I can fix that this late in the stage. what are others feelings in regards to the scale?

  • teeluu
    • November 4, 2005 at 7:28 PM
    • #10

    In this one you've made trims to the stairs, in roof you don't have one. Trim is like and edge or something like that, hope you understood

    [Blocked Image: http://www.sourceprefabs.com/ftp/joe/DamPics/beta1a/de_dam_beta_1a0012.jpg]

  • cdxx
    • November 4, 2005 at 7:37 PM
    • #11

    i understand now. noted. I'll see if i can improve that in the next version. Thx for the heads up.

  • RA7
    • November 4, 2005 at 9:28 PM
    • #12

    Nice

  • jayrabbit
    • November 4, 2005 at 9:46 PM
    • #13
    Quote from Swifty-

    In this one you've made trims to the stairs, in roof you don't have one. Trim is like and edge or something like that, hope you understood [Blocked Image: http://www.sourceprefabs.com/ftp/joe/DamPics/beta1a/de_dam_beta_1a0012.jpg]

    I hope those round edges are func_details. Also use smoothgroups.

  • Argyll
    • November 4, 2005 at 9:48 PM
    • #14

    There already was a de_dam for CS

  • cdxx
    • November 4, 2005 at 10:17 PM
    • #15
    Quote from Argyll

    There already was a de_dam for CS

    and? I knew of another dam map but I felt like making a different one. I thought the other dam map was for 1.6 and not source.

  • Taylor Swift
    • November 5, 2005 at 12:11 AM
    • #16

    I have playtested this map and it was fun. I like the inside of the houses and everything but the layout is something strange..

  • RD
    • November 5, 2005 at 10:43 PM
    • #17
    Quote from jayrabbit

    I hope those round edges are func_details. Also use smoothgroups.

    You dont have to be THAT careful with source do you?

  • cdxx
    • November 5, 2005 at 10:57 PM
    • #18
    Quote from RD

    You dont have to be THAT careful with source do you?

    Maybe you do. Although the inside areas are pretty smooth in regards to FPS. I just got done with a 20 person playtest and it was a lot of fun. The outside areas lagged like hell though so I gotta learn how to optimize that area. I don't know how Valve does it. Anyways back to the drawing board...I gotta figure this out.

  • CoCoNUT
    • November 11, 2005 at 9:24 PM
    • #19

    Hi, just had a look at the map, very nice. Lower the sky as much as possible and add hint-brushes to optimize. I think that would do it

  • Defrag
    • November 12, 2005 at 3:48 AM
    • #20
    Quote from RD

    You dont have to be THAT careful with source do you?

    I optimise aggressively -- world rendering is one of the slowest things about source, so you can never optimise too much

    GLView is your friend.

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