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de_ungarn

  • Sa74n
  • August 12, 2004 at 4:53 PM
  • Minos
    • August 16, 2004 at 4:14 PM
    • #41

    Now I'm impressed with your brushwork

    but the map needs more variation and sexier lighting, but as u said its still wip.

    /me lix Sa74n

  • Marcos
    • August 16, 2004 at 5:31 PM
    • #42

    looks great mate!

  • kleinluka
    • August 16, 2004 at 5:47 PM
    • #43

    i like it

  • IR
    • August 17, 2004 at 12:01 PM
    • #44

    looks sweet but the roof texture on the bottem of the roofs look meh perhaps some wood/beam ceiling type a thing would look better.

    and im not a fan of vertical walls ( vertical side of the roof ) with rooftexture on them

    besides those things i could spot.. like it lots

  • mawibse
    • August 17, 2004 at 1:07 PM
    • #45

    Impressive!

    The house texture reminds me of cod for some reason.

    Some suggestions:

    There is a low poly street lamp model that comes with dod_Stuka that I think would fit pretty nicely in you’re map.

    I’d like to see a river/canal running through the village and a market place/square.

    More variations on the houses (both textures and brushwork).

    Some unique landmarks like a statue, phone booth, bakery and such for orientation.

    Signs pointing in the direction of the map goals.

    Every time someone dies make the church bell softly dong once.

  • insta
    • August 17, 2004 at 1:29 PM
    • #46
    Quote from mawibse

    Every time someone dies make the church bell softly dong once.

    Now that is a good idea!

  • Sa74n
    • August 17, 2004 at 3:19 PM
    • #47

    great ideas mawibse..

    i'll definatley add a few of your feature suggestions.

    it wont be hard to find your way to the bombspots

    and it wont be hard to navigate around in the map since every spot looks unique.

    and ofcourse you have the church tower to use as an orientation.

    thanks for all the feedback.

    the layout is 95% done - only a little indoor part is missing.

    then its time for detailling.

    sadly i'm already facing a limit already.

    i often get that svc_bad error.

    i read it has something to do with the brushcount within solid entities.

    any solutions for that problem?

  • Sa74n
    • August 17, 2004 at 6:45 PM
    • #48

    new image added!

    note: its STILL a wip..

  • st0lve
    • August 17, 2004 at 6:57 PM
    • #49

    Let me have sex with you please.

  • Skjalg
    • August 17, 2004 at 7:05 PM
    • #50

    thats so sexy...

    /me lix...

    but i think the last env_light value was better.. ?

  • Minos
    • August 18, 2004 at 12:33 AM
    • #51

    cool but I agree with skjalg

  • Bill
    • August 18, 2004 at 7:34 AM
    • #52

    This has to be one of best looking maps I've seen, it's just a shame it's for CS an not DOD. You should make a hostile intent version of the map, that I would love forever.

  • Skjalg
    • August 18, 2004 at 7:58 AM
    • #53

    yeah, HI deserves atleast one NEW and good looking map...

    That mod has been neglected for to long. Thats one of the reasons its not THAT fun to play, they dont got the same quality when it comes to maps as CS/dod/NS got...

  • von*ferret
    • August 18, 2004 at 3:13 PM
    • #54

    lack of people, lack of good maps, too slow, only plays fun for a small sect of people, are reasons why HI is no longer fun.

  • Tequila
    • August 18, 2004 at 5:49 PM
    • #55
    Quote from von*ferret

    lack of people, lack of good maps, too slow, only plays fun for a small sect of people, are reasons why HI is no longer fun.

    It's wank, basically.

  • Skjalg
    • August 18, 2004 at 10:51 PM
    • #56

    well, the way I see it, a few good maps could change that...

    Make a good map, some more people will come, make the map small and fast paced, the mod suddenly becomes fast...

    i think you guys should give HI some credit...

  • jfas
    • August 19, 2004 at 12:04 AM
    • #57

    never.

  • Izuno
    • August 19, 2004 at 12:36 AM
    • #58

    great job overall.

    it does remind me to torn in a way, just little spots here and there but it does definitely feel different from the pics...like a european town in the fall as opposed to turkey or wherever torn is set. i'd say vary up the building textures, but you really can't tell if that's needed until you play it...the architecture looks great.

  • von*ferret
    • August 19, 2004 at 3:10 AM
    • #59

    I think that his architecture works so well to make all the areas unique and detailed that the buildings do not seem so repeptitive. If he only threw in one new building texture set though, the fact they repeat so much might get more noticable. Dunno ifyou understand what I'm trying to say.

  • Mazy
    • August 19, 2004 at 9:02 AM
    • #60

    really cool stuff

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