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Theropod-X

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  1. Theropod-X

    DE_Museum BETA 1

    nexus, killertomato, et al...just a quick reply to say thanks for the suggestions. it's hard as an artist to take criticism but almost everybody's been positive so far and i fully agree with most all of the suggestions. re: lightmaps (etc) - yes, this beta was just a run-of-the-mill compile. I was getting frustrated working on this thing since last jan (read: 12 mos ago) and not releasing anything. I'm surprised i've not had bigger goofs (but there are some). I'm no expert, but I'll try to get the lightmaps and other polish items under control by final release. Thanks again, all!
  2. Theropod-X

    DE_Museum BETA 1

    Thanks for the complements and crits, all. Here's some new screens: Direct link to beta1 download: http://files.filefront.com/de+museum+beta1zip/;9407808;/fileinfo.html
  3. Theropod-X

    DE_Museum BETA 1

    I'm happy to announce that beta 1 of de_museum has been released! Download now from http://lanmaniax.com Remember this is a beta. Let me know about bugs or playability issues.
  4. Posted 3 new screens (2 new models) on my blog tonight. Here's one of em:
  5. Made you all wait too long for the last set of screens so there's new screens on my blog tonight!
  6. Hi folks. Just a quick update. I took a long break from the map (as you might have guessed). Had to for work. Anyway, I've been plugging away at it again for the last couple of weeks and am making good headway. A couple of new pics on my blog...
  7. I'm honestly not sure yet. I've been hosting private playtests all along and a LOT of thought and testing has gone into the layout and gameplay. I know everybody's gonna want a beta, but really a beta should benefit the level designer. If I can deliver a polished, playable map without a beta then it's going to be that much cooler than a half-finished beta. Again, I am testing with a number of seasoned players. I'd like to hear input on this though, if people feel strongly one way or another.
  8. hey all! new screens on my blog: http://www.prehistoricplanet.com/3d/index.html
  9. Hey Spellbinder! Nice to hear from ya. Yes, the vents are returning, and they are more treacherous than ever. Also, there are two sniping windows that add some extra vertical fun to the map. I'm spending a LOT of time on the layout. I think the biggest weakness of the CS map was it just got bigger and bigger and there was a lot of space that wasn't useful from a tactical standpoint. This one is based on the first layout but much tighter with two main routes to the bomb sites and a couple of really fun secondary routes. Here's a couple pics of the new sniper spots. Note that they cover a limited area (would be uncool to be able to snipe the bomb site) but they can see each other (one is on T side and the other CT).
  10. I swear this must be why valve uses orange textures...so people KNOW when a level is not textured. I'd use the orange nasty but it's hard for me to visualize the space when it's so far from the base tones I'm gonna use. And I suppose even then people would say "boring textures...I don't like the orange!" lol Again...the brach room is about 80% done so gives you an idea of what the map will look like. The T. rex not at all. Just wanted you to see that model. Check out my site for more screens. Thanks!
  11. Hi there, I'm finally rebuilding an all-new version of my CS map "de_museum" for CS:Source. Check out screens and info on my blog: http://www.prehistoricplanet.com/3d The main skeletons, the T. rex and Brachiosaurus, are finished. These are the bomb targets. And yes, the bones go flying when they explode. Note that the T. rex pics are just for the model--the room is not finished or textured. BTW, amazing maps on this site. I've got a big ego, but I gotta say seeing some of your stuff humbles me up real quick.
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