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  3. MaMuS_lol

Posts by MaMuS_lol

  • de_mon

    • MaMuS_lol
    • August 6, 2007 at 10:21 PM

    Thanks SnipaMasta, my english is not that advanced for... complex texts:P

    The sky was made on terragen and it's very bright, maybe this is the cause of the "cartoony" look, but it makes the idea of a very suny place

    Seir, a CSS version? Maybe with the double size? XD But now I'm busy to make maps in that way.

    And, Thank's for the feedback ;D

  • de_mon

    • MaMuS_lol
    • August 5, 2007 at 9:48 PM

    [Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon_poster.png]

    Briefning:

    A terorrist group is preparing to invade the Hurgland Natural park.

    Their intention is to destroy the ancient fortress or the great

    lighthouse using C4 explosives, in retaliation to Lord Hurg beco-

    ming the new president.

    The counter-terrorist team is en route to intercept the terrorists

    and eliminate the threat.

    In this map you will be presnted with a large amount of land

    - with exotic terrain and beautiful beaches. Watch out for enemies

    in all directions - it's quite easy to get hit by an AWP shot!

    Plan your tactics well, this map was designed to put the player

    in some awkware situations. This is not a normal map - so spend

    some time getting used to it.

    OBS1: Type "r_detailtextures 1" to activate the detail textures!

    OBS2: Feel Free to find the easter eggs! They're very cool.

    Author's Lists: (from thing's i've not developed)

    TFC -------------------tfc.wad tfc2.wad & flmgrexp.wav

    Doenerking Web-----models from the "models/doenerking/" dir

    CS---------------------some sounds from official maps

    Valve------------------the excellent Half-Life!

    ID Software----------the Quake engine

    Images:

    [Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0000.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0001.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0002.png]

    [Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0003.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0004.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0005.png]

    [Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0006.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0007.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0008.png]

    [Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0019.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0020.png][Blocked Image: http://www.labs.brlogic.com/maps/de_mon/de_mon0021.png]

    Reference Link:

    http://www.labs.brlogic.com/maps/de_mon/de_mon.htm

    Download:

    http://www.labs.brlogic.com/maps/de_mon/de_mon.rar

  • Competition: HL2DM 1024-unit Official Entries

    • MaMuS_lol
    • May 1, 2007 at 5:10 PM
    Quote from Spellbinder

    A couple things. in dm_lock there was a sound file included called omfg.raw i was just woundering where i should put this? Also nexus map missed a bunch of soundfiles, thunder1-6.wav

    it's the color correction file, it's not a sound file

    For the patch, just activate the archieve manager to show the directories inside of the zip files, you will see that the omfg.raw is on hl2mp/maps/ ;D

  • Competition: HL2DM 1024-unit Official Entries

    • MaMuS_lol
    • May 1, 2007 at 4:32 AM

    So, I'm releasing my map, but it's with -fast vis.

    I've paused the VIS programa (so, I won't lose what it have done) and compiled one with the -fast parameter.

    I Hope I can change my map when the full compiled version is done... is it ok?

    Anyway, my map:

    yanked

  • Competition: HL2DM 1024-unit Official Entries

    • MaMuS_lol
    • May 1, 2007 at 12:09 AM

    Mine is compiling

    Edit: Wow Reno, this architecture is really eye candy

    I Hope the full VIS finish's soon...

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • MaMuS_lol
    • April 30, 2007 at 5:08 AM
    Quote from buddy the designer

    I guess the voting should be started when we will be past the testing on Rick's server, not just after the submissions, it will be more fair, I'd say start voting in a week after all maps are released and tested.

    Me too. I Think it's the best way to evaluate the maps. we need some time to test it and to get everybody playing on the server.

    About the deadline, My map is quite finished, but extra time is alway's better to polish it...

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • MaMuS_lol
    • April 20, 2007 at 6:15 AM

    I'm making some progres, the house has inside parts and there will be a little swear.

    It's becoming so messy... those displacements, argh!

    ok, here we go:

    [Blocked Image: http://i35.photobucket.com/albums/d198/MaMuS/1024xxx.jpg]

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • MaMuS_lol
    • April 16, 2007 at 7:10 AM

    ya... your map is too dan blocky! go and try some 6 hours intensive mapping to polish it! or... ahm, shade it!

    there are plenty of good work guys

    I Hope I can finish mine... but I said mine would kick ass, so it will. [Chuck Norris mode off]

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • MaMuS_lol
    • April 13, 2007 at 5:26 AM

    WOW great ideia WhiteDevil!

    looking forward to it ;D

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • MaMuS_lol
    • April 9, 2007 at 6:26 AM

    [Blocked Image: http://i35.photobucket.com/albums/d198/MaMuS/mapcore1024contest.jpg]

    It's very primitive yet... but it's comming!

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • MaMuS_lol
    • April 5, 2007 at 4:51 AM

    I'm in! My map will kick ass! hehehehe

  • Old School Finished Entries

    • MaMuS_lol
    • February 15, 2007 at 12:16 AM

    yay, Finnaly, I've played all the maps.

    Oldmen:

    This map is very small, but has a lot of room's and corridor's that join in the most different way's. A Very fast deathmatch style and with relly good r_speed's. In this mapa, I coulden't find the Gauss or even E-gon, Id on't know if this is good because they are very powerfull weapon and they could make the gameplay very different (I can't say if it would be better, need's many people to play it!). I think you could Improve it by making some changes in lighting, like, maximize the contrast ( -gamma 0.9, -bounce 0 -dscale 1, but that last could change your map in a radical way...) and put somo darker areas.

    Simple but Great map

    Flashback:

    Good Lightting specialy in the room of the Crossbow!, this room was very phantasmagoric! This map has a good shape too, but the r_speed's were way too high. I think that in this case the vis was compiled in -fast mode, even looking at a wall i got 1500wpoly...

    The weapon placement wasen't so good, the Egon and Gauss are really easy to get. Why not putting a trap there? or something that make harder to get it? And, finnaly, in the outside part you can go off the map using gauss, just clip it! and at one of the sides you can see many rock's that's should be NULLed.

    Dm_hookup

    This rock is really well made, a great brushwork! The r_speed's are very high, but I Suspect that the VIS was compiled using -fast parameter's, just like the Erratic Map!

    Very beautifull places but the curved (I don't remenber the name, but it maked with the Masked texture called TENSION) is really annoyng because it has a LOT of faces! This is not hl2 man... but that's ok if the r_speed's don't come across 1000wpoly in normal VIS.

    And, one more thing: The gauss was placed quite well, beacause it's in the middle of a big room (so you can be spoted from many way's while tryng to get it), The Egon was very good, but in that room, where we have two big Pipes, you can actualy get above than just using the Gauss! so, place something thre, like Snarks/Satchel, Medkits and Battery's!

    Dm_rocked

    It's a Arena like map! Yea, very differen't but with really high r_speed's this isen't good because there will be many player's in the same room with this r_speed

    Ok, those Moving Boxes are really Noise man! it's crazy, you should turn down the volume or try a better sound for than. You should too give an Rumble sound comming form the rocket, it should be good. Make sure to put some clips beacuse I could get off the map using Gauss, or try to put something good there like gody's~~

    I Would suggest too make better teleporte's, some special effect's like sounds would be nice. The item Placement Could be better in some places too. Try putting some Snark's and that should be very Fun for who is down there!

    Hestia

    Really Beautifull map! some hl2 like lighting (those spotlight's~~) and great Brush / Texture use!

    But those 3kwpoly aren't that nice for this map... You could really have maked it quite the same just by having an average of 1,5wpoly even the Windows Have a lot of Brushe's

    I Liked that car passing over and over.. and over.... and he never stop passing there!! hahha that's was fun trough.

    The map Gameplay was cool man. and dont' forgot to rename your map to hestia or rename the pack/title here to dm_hestia, it can make some trouble while trying to load the map.

    Dm_avon

    That Blue night Lightng was freaking cool! the level was well desingned and the r_speed's keeped in mind! You could do some changes in weapon placement, the Egon wasen't that good but thos Closing door's where you can get the Rocket and the Gauss was a really Great idea! But don't orget: The Gauss door diden't closed automaticaly and you can activate the button from inside this room (a bug froom hl where you can press button's from the other side...) . You could put that Egon inside the house of the 3rd shot and make something cool to get it!, and, at the roof of the train you could put some Snark's/Grenades/Satchel's.

    Yea, that's it. and the Easter is very cool.

    Hazlab

    A very Differen't map: In one moment you are in room's that remenber the high tech hl places and in another, you are playing Quake! Woha, that's not bad

    But those Dynamic Lights Killed my Voodoo. like, 40 light's with the Candle Animation? please, turn it off! This lightmap "animation" is very hard vissible and you could get some really nice inprovement in the map. The Sprite Isen't that ok, there is a trick to Lock one of the axis of it using the Env_beam entity, it's very easy man.

    You could also swap the trigger_hurt thing in the gauss room: Make it harder to get the Gauss, not the ammo!

    Oh, and in that room, where we get an projector like thing you could put the mapcore logo using Additive at the place where the light comes out!

    Kabelen

    Very confusing for the first time, but those trigger_push thing's(simulating a wall hack, hua~~) where very cool. and the Reverse Cascade was very annoyng (but cool).

    Please! Put something that warm's the player that there is a portal in those places, like, you fall from one floor to another and PAM, you are at a tottaly different place.. Something like sprites, Special Effects Brushes (Additive, Flickering with a good like portal textura), adn Sound's

    The r_speed's where a little High (1,5k in some places) you could try to raise it man! The Weapon's placement where a kind Random and a LOT of Gauss lyng anywhere. This could make an intersting gameplay for your map, but, again, only testing it with a lot of people...

    Great map trough.

    dm_itsnotabigtruck

    Hua, that's name is too confusing man. Try something more compatc~~

    Ok, the Design of the map is Reallty differen'tYou have the Engine Basement , The Big Engine Room, The "reccpeiton " Room and the Control part. All mixed up with an Freaking sci-fi Brushwork, but the Texture is really bad in some parts, too bad, it could improve by a lot the map.

    The lighting is ok for some parts, but if you used more small light's/spotlight's insted of high intensity ones you could improve it a lot.

    Ok, the r_speed is astronomic but you said you coulden't compile without VIS, but there is something VIS HATES: Cylindrical Shapes with a LOT of faces. Man, this is not a Hl2 map! you could improve the performance of the compiler tool's just by making simplier cylindrer's and shapes (even clipnodes problem would go away with this!)

    the item placement isen't that bad, but one of the gauss is very simple to get and there is no egon (or i dinden't find it). You could compensate player's that go trough very hard patchs with something good, like the egon. And don't forget: The gauss can leave you trough many places....

    I would sugest for everybody improve their maps to the max and them we can launch the mapcore mapmapck!

    And My English is not that good ;D

  • Old School Finished Entries

    • MaMuS_lol
    • February 13, 2007 at 4:41 AM

    Yea I've found the dancing ET

    I wan't a candy too...

  • Old School Finished Entries

    • MaMuS_lol
    • February 13, 2007 at 1:30 AM

    ok, Finaly i've uploaded the map!

    btw, I want to change my screen's... they are very small

    so there we go:

    http://www.labs.brlogic.com/maps/combom ... 0035_m.jpg

    http://www.labs.brlogic.com/maps/combom ... 0045_m.jpg

    http://www.labs.brlogic.com/maps/combom ... 0047_m.jpg

    Obs: Ferret, could you fix my download link? it's not "clickable", just add a space

  • Old School Finished Entries

    • MaMuS_lol
    • February 12, 2007 at 11:05 PM

    Thiefed!

  • /!\ OLD SCHOOL CONTEST /!\

    • MaMuS_lol
    • February 4, 2007 at 6:04 PM

    Whre is mino? He never comes on-line since Friday... He said "I Will go and see some 24hours" and never came back!

  • /!\ OLD SCHOOL CONTEST /!\

    • MaMuS_lol
    • February 4, 2007 at 12:39 AM

    Twiz, you can get some more clipnodes by typing -cliptype smallest on the BSP compiler. but, it will make many strage clipping hulls in it...

    about the faces... yea, that's a problem. If it's TOO big, you will need to cut something in your map, like deatils or even one room...

  • /!\ OLD SCHOOL CONTEST /!\

    • MaMuS_lol
    • January 25, 2007 at 6:13 PM

    Exclelente Slin Z! You've made the gratest use of the textures so far... hehehehhe (remenber, I'm your competitor )

  • /!\ OLD SCHOOL CONTEST /!\

    • MaMuS_lol
    • January 24, 2007 at 4:30 AM

    Wow, that part took me a lot of time because of the bugs... but now it's working!

    The particle acelerator

    [Blocked Image: http://i35.photobucket.com/albums/d198/Ma…ntest0001-1.jpg]

    Inside the particle acelerator

    [Blocked Image: http://i35.photobucket.com/albums/d198/Ma…ntest0000-1.jpg]

    Maybe the e-gon inner and an ambush-like-place (hit the buton and the player's who are inside dies...)

    in Hammer:

    http://i35.photobucket.com/albums/d198/ ... st_wip.png

  • /!\ OLD SCHOOL CONTEST /!\

    • MaMuS_lol
    • January 15, 2007 at 4:18 AM

    here it goes:

    [Blocked Image: http://i35.photobucket.com/albums/d198/Ma…contest0000.jpg]

    [Blocked Image: http://i35.photobucket.com/albums/d198/Ma…contest0002.jpg]

    [Blocked Image: http://i35.photobucket.com/albums/d198/Ma…contest0009.jpg]

    [Blocked Image: http://i35.photobucket.com/albums/d198/Ma…contest0006.jpg]

    More:

    http://i35.photobucket.com/albums/d198/ ... st0008.jpg

    http://i35.photobucket.com/albums/d198/ ... st0007.jpg

    http://i35.photobucket.com/albums/d198/ ... st0003.jpg

    http://i35.photobucket.com/albums/d198/ ... st0001.jpg

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