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Posted

Good point, ReNo.

Here's something I tried with the lighting. I tried to emphasize some of the curved geometry a bit more. Dunno if I like it though.

It's not really noticable in the pic. I should get a better one.

dm04.JPG

[edit]

This should be a bit better

dm05.JPG

[/edit]

Posted

Oh HL1 and its horrible large lightmaps :D What chop value are you using in RAD? You might wanna try lowering it in order to reduce the stepped effect of that light_spot - 32 is the value I normally go for. Oh and a single satchel seems like a hugely underwhelming weapon to place in such a prominent location!

  • 2 months later...
Posted

*bump*

Here's a first beta of the map. r_speeds are rather fucked up in some places, but I don't really have the time to fix them.

dm_shift01.jpg

dm_shift02.jpg

dm_shift03.jpg

[edit]

Pics and .zip are taking rather long to upload :/

Please hold on.

[/edit]

[edit2]

New download link here.

[/edit2]

Posted

I've been on smallband for the past couple of days, so I haven't been able to upload beta1 yet.

As soon as my bandwith is fixed again, I'll post it here.

Anyway, here's a layout pic (please note that some areas are overlapping so it's probably not so easy to catch the exact layout):

dm07.JPG

Posted

Looks awfully corridor happy to me. Take the top left corner for example - its a long distance of corridor running before you reach a room. I appreciate the need for vis blocking and all, just looks like there are too many dull long corridors for great gameplay.

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