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FY Caerlaverock

  • Mkz
  • May 10, 2007 at 10:29 PM
  • Mkz
    • May 10, 2007 at 10:29 PM
    • #1

    Map: fy_caerla (caerlaverock, image google for it...)

    Spawn points: 16+16 (~3 vs 3 is perfect...)

    "no pix, no clix":

    [Blocked Image: http://koti.mbnet.fi/mikeliuz/fy_caerla1big.jpg]

    [Blocked Image: http://koti.mbnet.fi/mikeliuz/fy_caerla2big.jpg]

    [Blocked Image: http://koti.mbnet.fi/mikeliuz/fy_caerla3big.jpg]

    Map done in 2 days...

    DL:

    My website: http://koti.mbnet.fi/mikeliuz/fy_caerla.rar

    Fpsbanana: http://www.fpsbanana.com/maps/24801

  • Minos
    • May 11, 2007 at 4:25 AM
    • #2

    Looks good for a CS 1.6 map, nice brushwork. The lighting looks a little weird though imo. You should either have gone for a colder (with blue/green'ish lights) or for a more dramatic look (with strong contrast/brighter point lights + high -gamma value). At the moment it's just generic point lights all over the map. And add the lamp's texture to the lights.rad file so it looks bright ingame.

  • Rick_D
    • May 11, 2007 at 5:11 AM
    • #3

    I think the colour is quite nice tbh, it feels relaxed and easy on the eyes.

    the rad deal is a good thing to keep in mind for the future ;D

  • Mkz
    • May 11, 2007 at 6:42 AM
    • #4

    Some random guy made another aim_dust map (just a box with... boxes) and i told him about the unoriginality of the theme... well... then he said that i have 2 days to make a better map. And i thought it would be nice to see what i can do in that time...

    Thats mainly the reason for some of the errors in the map.

    I'll propably make a de_ version of this map. but then there's no time limit so i can waste more time making/aligning textures, special effects and lighting.

    Lighting seems to be the only thing i get crits about... :/

    What do you think about the tower?

    It was just a cylinder but i think it looked ugly so i added the top part...

    Kinda OT but anyway:

    Funny how func_walling reduces compiling time... I compiled the map. vis took 1,5 hours of the time. then i noticed some small errors at the spawnpoints (too close to each other -> some people died at the spawn) so i had to edit that. I func_walled lots of things when i fixed the spawns and vis took only 3 minutes

  • MrBaracuda
    • May 11, 2007 at 12:01 PM
    • #5

    And what about faking some lighting behind a couple windows?

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