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!
Posts by Magikus
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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

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

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

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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 
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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):
02 The main hall in the center (CT side):
03 Above the main hall:
04 Above the main hall shooting through the glass:
05 Outside on the street:
06 Bombspot A:
07 Bombspot B:
08 Leaving the main hall to the street:
09 Corridor to B:
10 Corridor to A:
11 The library besides bombsite B:
12 CT Rushing the bridge:
13 T sniping over the bridge:
14 Garage at T-Spawn:
15 Looking into the garage:
16 On the roof:
17 The roof from above:
18 Securing A:
19 CT-Spawn:
20 Jumping up on the outside:
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!
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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

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

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

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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
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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.