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de_nightfever *beta* by d00ds.com

  • Magikus
  • July 9, 2006 at 1:15 PM
  • Magikus
    • July 9, 2006 at 1:15 PM
    • #1

    Map Name: de_nightfever *beta*

    Author: StarD00d & Magikus (d00ds.com)

    Release Date: 09 July 2006

    Number of Spawn Points: 40

    Info:

    This is the BETA version of de_nightfever, the 3rd map of d00ds.com following de_losttemple and de_cpl_fire.

    de_nightfever is taking place in a modern office complex right after midnight.

    The idea was (in contrast to most hl2- and cs-maps) to create a clean and hyper-modern atmosphere with strong use of lighting and shadows. There are 39 custom models and 95 custom materials.

    Terrorists have to disable the electricity by placing C4 on bombsite A or on the internet-connection area on bombsite B to hinder the transmission of important data.

    Counter-Terrorists have to neutralize all terrorist forces or disarm the C4.

    Of course a lot of effort was spend into layouting the map. There are 4 main routes in the map: to the left using the streets to enter B, using the bridge to enter B, through the middle entering A or B and over the right roof to enter A:

    Overview including routes: http://%7boption%7d

    Screenshots:

    01 The main hall in the center (T side):

    - http://%7boption%7d

    02 The main hall in the center (CT side):

    - http://%7boption%7d

    03 Above the main hall:

    - http://%7boption%7d

    04 Above the main hall shooting through the glass:

    - http://%7boption%7d

    05 Outside on the street:

    - http://%7boption%7d

    06 Bombspot A:

    - http://%7boption%7d

    07 Bombspot B:

    - http://%7boption%7d

    08 Leaving the main hall to the street:

    - http://%7boption%7d

    09 Corridor to B:

    - http://%7boption%7d

    10 Corridor to A:

    - http://%7boption%7d

    11 The library besides bombsite B:

    - http://%7boption%7d

    12 CT Rushing the bridge:

    - http://%7boption%7d

    13 T sniping over the bridge:

    - http://%7boption%7d

    14 Garage at T-Spawn:

    - http://%7boption%7d

    15 Looking into the garage:

    - http://%7boption%7d

    16 On the roof:

    - http://%7boption%7d

    17 The roof from above:

    - http://%7boption%7d

    18 Securing A:

    - http://%7boption%7d

    19 CT-Spawn:

    - http://%7boption%7d

    20 Jumping up on the outside:

    - http://%7boption%7d

    Download:

    Map incl. Nav-File: http://%7boption%7d

    List of servers running the map:

    Currently the map runs on the following servers:

    - (GER) ingame.de #1 at 85.14.226.244:27015

    - feel free to name your servers running the map!

  • RD
    • July 9, 2006 at 1:55 PM
    • #2

    Looks flabbergasting. Same for losttemple

  • Skjalg
    • July 9, 2006 at 2:45 PM
    • #3
    Quote from RD

    Looks flabbergasting. Same for losttemple

    I AGGRO

  • hamst3r
    • July 9, 2006 at 3:00 PM
    • #4

    Looks really good. I love the most of your maps because you incorporate alot of good gameplay, but used enought detail and effects to utilize the source engine in a way that almost all computers can run with good FPS. Anyway love the look of this map, reminds me of de_tega, or the whole hospital scene from from sof2. Looks great, probally will download it and play through it with a couple of friends.

  • Magikus
    • July 9, 2006 at 3:11 PM
    • #5

    Yes that sums up our intention pretty good If you have any comments regarding the beta, please let me know, hope we can improve it a bit more with the final

  • hessi
    • July 9, 2006 at 4:37 PM
    • #6

    great first release at mapcore! me likes! i made 2 screenshots to show you what i like most and what has definitly to be improved:

    that looks great even it is just a simple plane with a phototexture!

    [Blocked Image: http://thomashess.net/de_nightfever_beta0000.jpg]

    that looks rather good. kinda nuclear aquarium?! add blue colors.

    [Blocked Image: http://thomashess.net/de_nightfever_beta0001.jpg]

  • KoKo5oVaR
    • July 9, 2006 at 4:45 PM
    • #7

    http://halflife.ingame.de/gfx/maps/de_n ... beta16.jpg

    this remind me F.E.A.R, pretty nice work you got there. I'll test the map right now

  • Magikus
    • July 9, 2006 at 6:26 PM
    • #8

    Thanks for the feedback about the aquarium, I bet StarD00d will work a bit more on this ...

  • ⌐■_■
    • July 9, 2006 at 6:52 PM
    • #9

    Wow, amazing man! Just awesome

  • hamst3r
    • July 9, 2006 at 7:08 PM
    • #10

    Just was in the server, got my ass-wooped. Anyway it seems to be a really fun map, with a great layout.

  • General Vivi
    • July 9, 2006 at 8:57 PM
    • #11

    nice work gj

  • Warby
    • July 10, 2006 at 12:55 AM
    • #12

    this is hot stuff i found a couple of graphicle glitches that i made screenshots of but iam too tired rigth now to upload and post em first thign in the morning i promise

    i didnt fully understand the layout but it was a blast to play none the less ( even just with bots ) BANJO SMILEY FOR THE WIN !

  • RA7
    • July 10, 2006 at 1:08 AM
    • #13

    verrryyy nice, good work. And of course mirror.

  • Slackiller
    • July 10, 2006 at 3:05 AM
    • #14

    beautiful looking map. I love the clean look of it,great lighting and nice textures

  • Minos
    • July 10, 2006 at 5:35 AM
    • #15

    I like it!

    The only thing that really bothers me are those bookshelves that need some variety. Maybe making the garage a bit more lit would be cool too.

  • Spellbinder
    • July 10, 2006 at 5:52 AM
    • #16

    Dloaded. Work much though so i have to wait and see when i can test it. Got vacation after this week though. YAY!

  • RA7
    • July 10, 2006 at 9:50 AM
    • #17

    I treid i t wif bots, and an hour just flew away..!!!

  • Warby
    • July 10, 2006 at 12:41 PM
    • #18

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0000.jpg]

    are these func_detail ??? if they are world geometry than i really dont understand how hl2 csg algorythem can fuck this up and not automaticly fix this

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0001.jpg]

    just make the wires from the prop a bit shorter or raise that garage level by abot 16 units

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0002.jpg]

    of course you could argue that its outside the level and sort of doesnt require that much detail but you can see that its coming from nowhere from within the level thats how i found it

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0003.jpg]

    screenshots says it all

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0004.jpg]

    theres nothign more furstraing in an fps than bumping into an invisable wall while trrying to explore alternate routes give some sort of visual hint put like on of thiose cool sel illuminating ticket machines on one side and mabye a rotated up barrier or something

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0005.jpg]

    screenshot says it all

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0006.jpg]

    is that a technical limitation of the engine not being able to make the cool "fersnel-accuret updating reflection" if the water is in the sky and not in the world ?! well at least i would asume they would suport cubemaps an not sphericle envmaps made of one picture.

    i hope you can fix all these thigns for the final release

    overall i had a blast palying this map and i will keep playing it

    banjo smiley hes the best !

  • StarD00d
    • July 10, 2006 at 2:30 PM
    • #19

    thx for the detailed bug report. I will definately look into it.

    I took out the missing light models for performance reasons, but your are right, level 2 can be seen from the playzone. I will add cheap lamp decals now, that should do the job.

    for the street corner I had to save up on file size. the map was over 100 MB once, so we had to lower the amount of textures and models drastically. 60 MB is still huge for public servers, but alot better than 100 MB I'll try and cut the corner better, but will have to stick with that single texture.

    the water is really strange. it works fine for me. maybe some graphic settings cause these problems. I have to take a closer look.

  • D3ads
    • July 10, 2006 at 4:41 PM
    • #20

    Looking good

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