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DM_Static (Half-Life2 Deathmatch)

  • M0ppeN
  • June 22, 2007 at 4:17 PM
  • M0ppeN
    • June 22, 2007 at 4:17 PM
    • #1

    DM_Static, 8-12 players will be online soon

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0001.jpg]

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0002.jpg]

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0003.jpg]

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0004.jpg]

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0005.jpg]

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0006.jpg]

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0007.jpg]

    [Blocked Image: http://www.beffo.se/M0ppeN/dm_static/ld/dm_static0008.jpg]

    Any kind of comments are helpfull.

    //M0ppeN

  • Sentura
    • June 22, 2007 at 4:34 PM
    • #2

    looks lovely, i like the architecture... however the first screen just looks like the same textures repeated

  • Psyshokiller
    • June 22, 2007 at 4:39 PM
    • #3

    Second screen features nice architecture and lighting.

    The lighting seems to lack a bit of variation in the other shots.

  • Erratic
    • June 22, 2007 at 5:10 PM
    • #4

    I think the messyness tends to get the better of these shots. I can see where you're going with it and how it works in some places but it could be more coherent. You can still have the chaotic sort of architecture and details with a certain amount of control.

    Overall it's hard to tell what kind of composition you were going going for in each scene and even the gameplay is hard to detect. It's always good to visually show the player where it is you want him to go and where all the main paths and elements are in your level (pick ups, etc) with lighting and texture contrast.

    Aside from that though I do dig the look you're going for. Cool stuff.

  • Kakburk
    • June 22, 2007 at 5:13 PM
    • #5

    Ah! You're finished with it now. I'll dl and test it as soon as it's available. I find it to look quite interesting.

  • ⌐■_■
    • June 22, 2007 at 5:29 PM
    • #6

    + nice scene

    + good architecture

    + creativity

    - blend lighting

    - crappy texture alignment

    - sometimes repetitive texture-usage

  • Minos
    • June 22, 2007 at 5:30 PM
    • #7

    It looks interesting... the lighting and the texture usage could be better in a few places though.

    Now post the link

  • FMPONE
    • June 22, 2007 at 5:31 PM
    • #8

    I like it it just doesn't neccessarilly seem like you had a clear vision of what you really wanted each part of the map to look like and it ended up getting somewhat out of control.

    Its still very nice and for all we know by the screens it might be more unified in game

  • Warby
    • June 22, 2007 at 5:40 PM
    • #9

    http://www.beffo.se/M0ppeN/dm_static/ld ... ic0004.jpg

    dont like how the y column intersects with the fence ... i am guilty as hell though when it comes to building these sorts of things

  • Rick_D
    • June 22, 2007 at 7:17 PM
    • #10

    I don't want to be a whiny bitch but there seems to be a lot of architecture just for the sake of architecture with no real reason or logic behind it. Some of the stuff doesn't even make a lot of sense. It may be futuristic but I think it's always good to say to yourself "why would this be here, what purpose does it serve in the overall context - and how would it be constructed if it existed in the real world, alien, futuristic or not".

    The leaves on the stairs in what looks like a completely enclosed area is odd too - if it is connected directly to the outside maybe you could have used lighting to show that.

  • M0ppeN
    • June 22, 2007 at 9:41 PM
    • #11

    video

    http://video.google.com/videoplay?docid ... 2769547107

  • Rick_D
    • June 23, 2007 at 11:49 AM
    • #12

    I see.

    [Blocked Image: http://aycu15.webshots.com/image/21094/2006069714613445620_rs.jpg]

    kinda

  • M0ppeN
    • June 23, 2007 at 12:34 PM
    • #13
    Quote from Rick_D

    I see.*image

    kinda

    higer res

    http://www.veoh.com/videos/v672653RfmHW2fE

  • KoKo5oVaR
    • June 23, 2007 at 12:39 PM
    • #14

    This map doesn't make much sense, very much like the resolution of the video.

    No seriously, i mean it doesn't make much sense architecturally, and in my eyes, it's a quality for a deathmatch map. Especially if it's well done, and that's the case, you got a well fitting lighting and all.

    Still you have some texture alignement issues from here and there, and they are sometime very bland and repetitive, but i guess that's because you used HL2's base textures.

  • Zacker
    • June 23, 2007 at 2:24 PM
    • #15

    I think it works out ok, granted most of the architecture does not make sense, but the overall impression is not bad. Unrealistic architecture kinda demands more exaggerated lighting though.

  • MNeMiC
    • July 5, 2007 at 9:23 AM
    • #16

    It looks very nice =)

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