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dm_fullhouse, dod_fullhouse, cs_fullhouse


poseyjmac

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cs_fullhouse.jpg

fullhouse6.jpg

fullhouse4.jpg

fullhouse3.jpg

fullhouse2.jpg

fullhouse1.jpg

fullhouse5.jpg

November 30th, 2005


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dm_fullhouse

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created by poseyjmac(Jon Posey)(jonposey@hotmail.com)


DOD:S and CS:S versions also available.


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Comments

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This is my second map for the source engine(dm_chameleon was the first). It's the house I'm currently 

living in now. All of the architecture is how it is in the real house, although simplified in some parts. 


It supports up to 12 players. 


This .bsp contains many custom textures, which is why it is around 10 megabytes.


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Installation

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Unzip the contents of the zip to Steam\SteamApps\[yourname]\half-life 2 deathmatch\hl2mp\maps\


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Thanks

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to those who helped me at hl2world.com






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Legal

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Valve do NOT support the use of this file in any way

and neither they, nor I will be held responsable for errors it causes.

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this is the readme for the hl2dm version. cs version has cannons(with fuses), and DOD version has 4 cap points

its a SMALL map and was designed for quick gameplay. kinda big in megabytes for a small map, but there are many custom textures.

cs:s version -

http://www.fpsbanana.com/?section=viewi ... .main.9753

hl2dm version -

http://www.pcgamemods.com/mod/17429.html

dod:s version -

http://www.pcgamemods.com/mod/17430.html

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nice and clean.

but, gameplay - how can you release the same map for three different games with totally different gameplay styles?

well i tested it with 2v2 and 3v3s on all gamemodes for CS:S and DOD:S, it was just a matter of tweaking spawns for CS:S, and spawns + flag cap times for DOD, and it came out pretty well. all are fast, but in our playtesting it seemed balanced.

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he's probably just using the gameplay mechanics rather the theme. Think of taking CS, changing all the weapons, and using how the game actualy plays. Kinda hard to see it being a succesful DM AND DOD AND CS level though. The way those levels are built should be completely different to be an entirely successful level.

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he's probably just using the gameplay mechanics rather the theme. Think of taking CS, changing all the weapons, and using how the game actualy plays. Kinda hard to see it being a succesful DM AND DOD AND CS level though. The way those levels are built should be completely different to be an entirely successful level.

:)

well, the thing is, i don't make maps to fit someones definition of 'successful'. i make maps how i like to play them, and coincidentally how another niche crowd likes to play them. if just one person has some fun with it, well then im glad.

but you see, i don't carry a clipboard when i try a map. there are stranger things in life than a fun map that doesn't fit some strict guidelines for 'success'. all i know is, its fun for me and others playing HL2dm, DOD:S, and CS:S in a house. and thats enough for me.

:)

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