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dm_pulse

  • Adam Hawkins
  • August 27, 2004 at 7:32 PM
  • Adam Hawkins
    • August 27, 2004 at 7:32 PM
    • #1

    Something a bit different from the norm...

    'Tis basically a small(ish) symmetrical deathmatch map with fast gameplay. OK, so it's probably more style than substance but I had fun making it Was also one of my entries into the Snarkpit 2004 mapping competition.

    --->DOWNLOAD

    [Blocked Image: http://rain.frontline2.com/images/large/dm_pulse_01.jpg]

    [Blocked Image: http://rain.frontline2.com/images/large/dm_pulse_02.jpg]

    [Blocked Image: http://rain.frontline2.com/images/large/dm_pulse_03.jpg]

  • OL
    • August 27, 2004 at 8:05 PM
    • #2

    guh i love buzzybots style maps

    very neat

  • Tequila
    • August 27, 2004 at 8:24 PM
    • #3

    "Very neat" is an accurate description. I like it lots.

  • Marcos
    • August 27, 2004 at 9:43 PM
    • #4

    yeah this map is realy cool~~

  • Mazy
    • August 27, 2004 at 11:03 PM
    • #5

    nice stuff, whats the wpoly on those pics (not that i think its high, im just wondering )

  • Adam Hawkins
    • August 28, 2004 at 12:54 AM
    • #6

    Generally around the 500-600 mark though it jumps up to 800-900 in a few spots.

  • FrieChamp
    • August 28, 2004 at 1:55 PM
    • #7

    A symmetrical deathmatch map, interesting. Looking cool!

  • Mike-O
    • September 12, 2004 at 3:57 AM
    • #8

    How did the texture - lighting work together?

    Did you run rad?

  • st0lve
    • September 12, 2004 at 10:47 AM
    • #9

    he cheated with null textures.

  • RD
    • September 12, 2004 at 11:02 AM
    • #10

    looks cul... cuz theres no depth perception

  • Mike-O
    • September 12, 2004 at 7:29 PM
    • #11
    Quote from st0lve

    he cheated with null textures.

    how do you mean?

  • st0lve
    • September 12, 2004 at 7:33 PM
    • #12
    Quote from Mike-O

    how do you mean?

    lieak h4x, wallhack, google + cellshaded

  • Mike-O
    • September 13, 2004 at 7:25 PM
    • #13

    whatever.

  • Adam Hawkins
    • September 14, 2004 at 12:06 PM
    • #14
    Quote from st0lve

    how do you mean?

    lieak h4x, wallhack, google + cellshadedNot quite sure what you mean by 'cheated'. At what exactly? The only NULL textures I used are on the backs of some func entities to remove unseen faces.

    I got the effect of brightness by making all 3 textures light emitting, so that they don't recieve any shadows during RAD.

    I didn't know you could cheat at mapping!

  • Evert
    • September 14, 2004 at 1:47 PM
    • #15

    Very nice, hope you release the wad

    Cool map ^^

  • st0lve
    • September 14, 2004 at 2:06 PM
    • #16
    Quote from Adam Hawkins

    how do you mean?

    lieak h4x, wallhack, google + cellshadedNot quite sure what you mean by 'cheated'. At what exactly? The only NULL textures I used are on the backs of some func entities to remove unseen faces.

    I got the effect of brightness by making all 3 textures light emitting, so that they don't recieve any shadows during RAD.

    I didn't know you could cheat at mapping!

    plz google + cheat I though you cloud make cellshaded stuff by adding an box (with null texture) around the main brush (with the white\black texture), and then it got kinda like cellshaded :roll:

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