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/!\ OLD SCHOOL CONTEST /!\

  • Minos
  • January 11, 2007 at 3:42 PM
  • ⌐■_■
    • January 18, 2007 at 6:09 PM
    • #161

    sorry Hydeph but t was a +lighttexture, forgot wich one but i thought it suited.

  • twiz
    • January 18, 2007 at 6:33 PM
    • #162

    [Blocked Image: http://img443.imageshack.us/img443/999/dmtiltfz0.jpg]

    I miss my right angles

    Its not called dm_tilt for no reason!

  • Zeta
    • January 18, 2007 at 6:44 PM
    • #163

    great stuff in this thread guys

  • D3ads
    • January 18, 2007 at 6:54 PM
    • #164

    [Blocked Image: http://img291.imageshack.us/img291/6051/001ob6.jpg]

    Only made the one room because I've been busy with real life stuff/other projects and because I fucking suck.

    That door was a bitch to make...

  • Squad
    • January 18, 2007 at 7:16 PM
    • #165

    New WIP, not much new stuff though ...

    [Blocked Image: http://users.telenet.be/koetchie/hl1dm_03.jpg]

  • twiz
    • January 18, 2007 at 8:14 PM
    • #166

    BITE ME R_SPEEDS!!!!!

    Clearly unfinished shots... its really hard to take a good screenshot of this area since its so big

    [Blocked Image: http://img262.imageshack.us/img262/886/dmtilt50001th4.jpg]

    [Blocked Image: http://img262.imageshack.us/img262/5766/dmtilt50002lh1.jpg]

    [Blocked Image: http://img262.imageshack.us/img262/5585/dmtilt50003un3.jpg]

    [Blocked Image: http://img253.imageshack.us/img253/291/dmtilt50004ha0.jpg]

  • von*ferret
    • January 18, 2007 at 10:47 PM
    • #167

    I have no idea whats going on in those shots twiz

  • twiz
    • January 18, 2007 at 10:49 PM
    • #168

    Good. Mission accomplished

    This is basically a doodle.. I started with one small area and just mapped whatever the heck I felt like at the time and this is where I've ended up. Its kind of empty in that very tall blue/white area, because I just made it... Needs some more ramps

    Its not supposed to be realistic... just going for interesting/different architecture and design, we'll see how it ends up. Needs some filler material.

  • skdr
    • January 18, 2007 at 11:09 PM
    • #169

    3600 wpoly. LOL

  • twiz
    • January 18, 2007 at 11:15 PM
    • #170
    Quote from skdr

    3600 wpoly. LOL

    Keep in mind right now its a Map-in-a-box, so the w_poly figure is probably misleading. Once I tie up the loose hallways it should drop Before this latest compile it was almost always under 1000. I didn't add a whole lot.. who knows.

  • KoKo5oVaR
    • January 18, 2007 at 11:27 PM
    • #171

    No technology of nowadays can handle that much polygons, you are crazy twiz

  • RavenGT
    • January 18, 2007 at 11:50 PM
    • #172

    Won't be able to make the deadline unfortunately ;[ I'm out in this one.

  • KoKo5oVaR
    • January 19, 2007 at 12:20 AM
    • #173
    Quote from RavenGT

    Won't be able to make the deadline unfortunately ;[ I'm out in this one.

    [Blocked Image: http://kokosovar.free.fr/grah.gif]

  • Minos
    • January 19, 2007 at 2:34 PM
    • #174

    I decided to extend the deadline to feb 5th (it's a monday).

  • FrieChamp
    • January 19, 2007 at 2:40 PM
    • #175

    Slack.Core

  • hydeph
    • January 19, 2007 at 3:49 PM
    • #176

    leaf portal saw into leaf.core here

    map might be a lil delayed, still have to rough out the innards a lil more.

  • 2d-chris
    • January 19, 2007 at 6:09 PM
    • #177

    Actually most modern hardware still suffers with w_poly so high, the engine was simply not coded with such EXTREME poly counts.

    I also remember various levels suffering when you used to many prop type models, servers kept freezing for several seconds

  • twiz
    • January 19, 2007 at 7:07 PM
    • #178
    Quote from 2d-chris

    Actually most modern hardware still suffers with w_poly so high, the engine was simply not coded with such EXTREME poly counts.I also remember various levels suffering when you used to many prop type models, servers kept freezing for several seconds

    My computer certainly aint "modern hardware" and it doesn't have ANY problem running my map.. Notice FPS is steady at 58fps in all screenshots. I have a Sempron 3400 with a geforce 5200fx card. I'm lucky to average 30fps in CS:S. But I guess we'll see how well it behaves when feb 5th comes

  • hydeph
    • January 19, 2007 at 10:41 PM
    • #179

    [Blocked Image: http://img.photobucket.com/albums/v472/hydeph/hl_lol0013.jpg]

  • Kabelen
    • January 20, 2007 at 1:15 AM
    • #180

    [Blocked Image: http://img216.imageshack.us/img216/1305/dmyellow2es5.jpg]

    Still WIP but I wanted to post it

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