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Posts by Magikus

  • de_nightfever *beta* by d00ds.com

    • Magikus
    • September 11, 2006 at 12:57 AM

    Hm, the moon is.. the moon I think I image-googled it. You used the same font? Well that's funny, I just browsed my installed fonts and this one suited best for nightfever, very stylish and you can hear the Bee Gees singing u know.. I don't know this mod (?) very good, maybe I'll have a look!

  • de_nightfever *beta* by d00ds.com

    • Magikus
    • September 10, 2006 at 6:03 PM

    Alrighty, the map ist FINAL since yesterday. You can find the FINAL Download here: http://ingame.ingame.de/mapbase/index.p ... 5&fid=1773

    Today (Sunday, 10.Sep at 20:30 CET) we have an opening playtest at our german server 85.14.226.244:27015 - you are welcome

  • de_nightfever *beta* by d00ds.com

    • Magikus
    • July 10, 2006 at 8:28 PM

    Haha ... well maybe, but it really depends on the point of view I guess

  • de_nightfever *beta* by d00ds.com

    • Magikus
    • July 9, 2006 at 6:26 PM

    Thanks for the feedback about the aquarium, I bet StarD00d will work a bit more on this ...

  • de_nightfever *beta* by d00ds.com

    • Magikus
    • July 9, 2006 at 3:11 PM

    Yes that sums up our intention pretty good If you have any comments regarding the beta, please let me know, hope we can improve it a bit more with the final

  • de_nightfever *beta* by d00ds.com

    • Magikus
    • July 9, 2006 at 1:15 PM

    Map Name: de_nightfever *beta*

    Author: StarD00d & Magikus (d00ds.com)

    Release Date: 09 July 2006

    Number of Spawn Points: 40

    Info:

    This is the BETA version of de_nightfever, the 3rd map of d00ds.com following de_losttemple and de_cpl_fire.

    de_nightfever is taking place in a modern office complex right after midnight.

    The idea was (in contrast to most hl2- and cs-maps) to create a clean and hyper-modern atmosphere with strong use of lighting and shadows. There are 39 custom models and 95 custom materials.

    Terrorists have to disable the electricity by placing C4 on bombsite A or on the internet-connection area on bombsite B to hinder the transmission of important data.

    Counter-Terrorists have to neutralize all terrorist forces or disarm the C4.

    Of course a lot of effort was spend into layouting the map. There are 4 main routes in the map: to the left using the streets to enter B, using the bridge to enter B, through the middle entering A or B and over the right roof to enter A:

    Overview including routes: http://%7boption%7d

    Screenshots:

    01 The main hall in the center (T side):

    - http://%7boption%7d

    02 The main hall in the center (CT side):

    - http://%7boption%7d

    03 Above the main hall:

    - http://%7boption%7d

    04 Above the main hall shooting through the glass:

    - http://%7boption%7d

    05 Outside on the street:

    - http://%7boption%7d

    06 Bombspot A:

    - http://%7boption%7d

    07 Bombspot B:

    - http://%7boption%7d

    08 Leaving the main hall to the street:

    - http://%7boption%7d

    09 Corridor to B:

    - http://%7boption%7d

    10 Corridor to A:

    - http://%7boption%7d

    11 The library besides bombsite B:

    - http://%7boption%7d

    12 CT Rushing the bridge:

    - http://%7boption%7d

    13 T sniping over the bridge:

    - http://%7boption%7d

    14 Garage at T-Spawn:

    - http://%7boption%7d

    15 Looking into the garage:

    - http://%7boption%7d

    16 On the roof:

    - http://%7boption%7d

    17 The roof from above:

    - http://%7boption%7d

    18 Securing A:

    - http://%7boption%7d

    19 CT-Spawn:

    - http://%7boption%7d

    20 Jumping up on the outside:

    - http://%7boption%7d

    Download:

    Map incl. Nav-File: http://%7boption%7d

    List of servers running the map:

    Currently the map runs on the following servers:

    - (GER) ingame.de #1 at 85.14.226.244:27015

    - feel free to name your servers running the map!

  • de_static *RC VERSION DL* - updated 16/02

    • Magikus
    • June 18, 2006 at 3:23 PM

    I played the map a bit, most of the important things have been mentioned, but I also like to suggest you optimize the map more. Especially if you start CT spawn running above to the T-side, I had mayor FPS-losses.

    I think it is very important to have stable FPS to be a successful custom map

  • de_cpl_strike beta 2

    • Magikus
    • May 7, 2006 at 7:34 PM

    Uh strange, I made de_cpl_fire and it worked quite nicely with CAL. Will there be another strike or why is it canceled?

  • de_sidewalk

    • Magikus
    • May 7, 2006 at 5:45 PM

    curman I disagree. I think sound is the most underestimated feature in cs:s. I believe the thing ist, that you recognize it on a rather unconscious way. If you step into an area and you get the right ambient sounds and some sounds from birds, generators etc. then the the whole scene is a lot better than a scene without sounds. You feel it, but you don't really know it

    Of course it doesn't really matter if you are fighting with your biggest enemy, but the prettiest graphics don't matter either then

  • [WIP] de_countrything (no name yet)

    • Magikus
    • April 22, 2006 at 1:04 PM

    Looks really promising. I also like the 3D-skybox which fits in well and adds to the atmosphere. Maybe you have to have a look at some darker spots, since darkness could be a problem in games like CS:S...

    Do you have a layout overview?

  • de_static *RC VERSION DL* - updated 16/02

    • Magikus
    • April 10, 2006 at 10:19 PM
    Quote from JamesL

    Slackness gets in the way a lot though.

    Hehe yeah Well I can promise you an in-depth review of the map, maybe this gives you some motivation

  • de_static *RC VERSION DL* - updated 16/02

    • Magikus
    • April 9, 2006 at 4:36 PM

    Hey this looks really interesting and unique. I'd like to encourage you to go on and release a beta at least

  • de_corse *final*

    • Magikus
    • April 6, 2006 at 12:53 AM
    Quote from hessi

    maybe i could work on this map another 11 months but it IS enough time i wasted with level

    Sure, your call. I understand you here, working nearly a year on one map would have driven me crazy already

    You can read a review on it here: http://www.ingame.de/mapbase/index.php? ... 5&fid=1658

  • de_corse *final*

    • Magikus
    • April 5, 2006 at 10:49 PM

    I checked it out. Amazing. There may be a problem with sounds!? I hear no sound after the first round, regardless I'm on my local server or on a gameserver. Have you used ambient_generic or soundscapes?

    If you have used ambient_generic and it looks like this, there is a known bug with them playing only the first round.

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