Pericolos0 Posted January 27, 2005 Report Posted January 27, 2005 looks exactly like what a good dm map should be Quote
Squad Posted January 27, 2005 Author Report Posted January 27, 2005 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. [edit] This should be a bit better [/edit] Quote
ReNo Posted January 27, 2005 Report Posted January 27, 2005 Oh HL1 and its horrible large lightmaps 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! Quote
Squad Posted January 27, 2005 Author Report Posted January 27, 2005 I forgot to add that the last pic(s) were not from a full compile. Weapon placement is not final. I just put some stuff here and there Quote
Zacker Posted January 27, 2005 Report Posted January 27, 2005 Very nice looking one for a HL1 map to be! Quote
PhilipK Posted January 27, 2005 Report Posted January 27, 2005 Great looking architecture. Although I'd use some more -gamma in the rad settings. Perhaps the lighting gets fucked up then tho? since the brushwork is quite advanced in some places. Quote
static07 Posted January 28, 2005 Report Posted January 28, 2005 Reminds me of an UT-CTF map I have no idea how this would play in HL-DM Quote
Marcos Posted January 28, 2005 Report Posted January 28, 2005 Wow, nice work Squad! The ammount of brushdetail is very impressive! Quote
Squad Posted January 28, 2005 Author Report Posted January 28, 2005 Thanks Any comments on those blue "beams" of light (last pic)? Still not sure if I should keep them or not. Quote
Marcos Posted January 28, 2005 Report Posted January 28, 2005 Keep em! I dont know why, but they really fit in. And they look great Quote
Squad Posted March 28, 2005 Author Report Posted March 28, 2005 *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. [edit] Pics and .zip are taking rather long to upload :/ Please hold on. [/edit] [edit2] New download link here. [/edit2] Quote
Kedhrin Posted March 29, 2005 Report Posted March 29, 2005 you have some good use of curves and looks like flow for a fast paced game. post a pic of the layout so we can see how your map flows. Quote
Squad Posted March 31, 2005 Author Report Posted March 31, 2005 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): Quote
ReNo Posted March 31, 2005 Report Posted March 31, 2005 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. Quote
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