csharp Posted February 12, 2006 Report Posted February 12, 2006 neotic, that bush in lastpic, how can it make so big & dark shadow? it doesnt look realistic.. Quote
Tequila Posted February 12, 2006 Report Posted February 12, 2006 I can't believe I'm saying this for a Doom 3 engine game, but... more shadows please. The rest looks sweet. Quote
Grinwhrl Posted February 12, 2006 Report Posted February 12, 2006 spacer im sure your map is great, but damn quake 4 is ugly! Good work anyhow. Neotic, Welcome Bout time one of the BKP Buddies joins, hehe. Quote
csharp Posted February 12, 2006 Report Posted February 12, 2006 damn quake 4 is ugly! err not if you ask from me Quote
neotic Posted February 12, 2006 Report Posted February 12, 2006 Neotic I think your map is a really good start but it's got that "early map" syndrome: overscaling and open spaces. It looks and sounds like the map is based on a real place, is that so? This is the usual result of building something to a realistic scale--the result comes out feeling too big and too empty, and filling it in with props never fixes that. Yeah it is a real building. I know exactly what you mean but I'm kind of forced to work with what it is. The building is even more empty than this lol. So I'll have to get really creative near the end with props and what not. Quote
Grinwhrl Posted February 12, 2006 Report Posted February 12, 2006 damn quake 4 is ugly! err not if you ask from me muhahaha, maybe its his map that is ugly, lol, but even when i played quake 4, cough*ripoff*cough the maps were pretty bad looking in my opinion, but there was a ton of nice areas towards the middle/end. What i cant wait for is Enemy territory, Quake Wars, OMG thats the game i have been waiting for my whole life. I shall build a pc directly for it too. Quote
Section_Ei8ht Posted February 12, 2006 Report Posted February 12, 2006 spacer, i think you need to add more variations to the lighting. That map could have a huge increase in visual quality if you tweaked the lighting to make it... well... less bland. Good stuff. Lighting is too dull. Quote
KoKo5oVaR Posted February 12, 2006 Report Posted February 12, 2006 Yep, more shadows and contrasts are needed on your map spacer. Quote
geekboy Posted February 12, 2006 Report Posted February 12, 2006 geek_pacman A Pacman level for Counter-Strike: Source. Took about a day to complete. Simple, but custom textures. I plan to add some logos and a few sounds. Trying to keep it under 5 megs since its a fun map. Think I should release it? Quote
ReNo Posted February 13, 2006 Report Posted February 13, 2006 Adam Hawkins made exactly the same thing for the HL1 engine. As a fun map, it beats down most others simply by breaking the norm. Quote
geekboy Posted February 13, 2006 Report Posted February 13, 2006 Adam Hawkins made exactly the same thing for the HL1 engine. As a fun map, it beats down most others simply by breaking the norm. Yeah its a remake of that map. I remembered it from 1.X and I wanted to do it over. It was a blast to play and this one is exactly the same. I wanted a remake for my own server and whipped this up. Sorry for not giving credit. It's a remake from memory. It is, unit for unit, an exact replica of the official pacman screen from the 80's arcade if you look at an overview you can see that is precisely the same. geek_pacman overview pacman screenshot Props to Adam Hawkins and Namco Quote
⌐■_■ Posted February 13, 2006 Report Posted February 13, 2006 I like the concept. Very original! You use teleports for the openings on the side? Oh, and yes, you should definitly release it. Quote
Pericolos0 Posted February 13, 2006 Report Posted February 13, 2006 awesome are you able to get ontop of the walls? if not, you realy should be because otherwise its impossible to find the other players Quote
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