Dodger Posted January 14, 2007 Report Posted January 14, 2007 First off, I am extremely grateful and pleased to my relatives. Next, I would like to show appreciation to one and all at Mapcore community for the helping service and great support. I never had in my mind that I would accomplish somewhat in level design. The works on the map have been awe-inspiring shit, the best thrill and the longest voyage, but also the most horrible nightmare and the worst sting in the neck. As a final point, I’m glad that I have this sheltered and completed. This entire project mission supposed to be improved in design, detail and graphics, but I reached the half life two engine restrictions and limit to the last part. So it did not turn out well, as it was supposed to be… But I’m still swollen with pride of it, a large amount of time into this development, all the power and the - throw away of life. In conclusion it’s done. I prooved myself. But I still dont. Screenshots of map DOWNLOAD NOW! : http://www.megaupload.com/se/?d=I12HYXSC or try this LINK HERE: http://www60.megaupload.com/files/40810 ... 2007b1.zip !!! ATTENTION !!! DOWNLOAD THIS: <- this is the fixed map version with all textures and materials! -> http://files.filefront.com/de+hogsatra+ ... einfo.html Quote
Tailgunner Posted January 14, 2007 Report Posted January 14, 2007 its original Great work finishing this of man There are some improvements you could do, but I dont want to give you headache after all this hard work. cool man Quote
SnipaMasta Posted January 15, 2007 Report Posted January 15, 2007 Before setting out to do a map like this you should consider your gametype - in particular, making a massive-scale DE map isn't that good because if a CT is the other side of the map when the bomb's planet (or he rushes to A when it's at B etc.) they have very little time to get to the other bombsite and defuse it - although that's actually impossible on this map. Now, bearing in mind I get a solid 100FPS on standard maps: Oh, and the purple textures don't look half as good as leaves would I think some of the materials you've used may be broken, too: There's also the problem of flow - there's a lot of small nooks and crannys in the map that serve no purpose (some of the small flights of steps in the side of the buildings that go up 2 floors and stop) or there's only one way in and out of (the area to the right of the CT spawn, for example). Anyway, it's quite an ambicious project so problems are expected, if you could try fix some stuff up (make some areas more meaningful and try to optimise it a bit more) - it would be cooler. Not sure what to do concerning the bomb targets though since that would require a whole redesign. It'd cause your computer hell but you could try and shorten the streets, perhaps. Quote
FMPONE Posted January 15, 2007 Report Posted January 15, 2007 Ah, clearly an emotional journey for you... I think I speak for everyone when I say congratulations and keep it realz Quote
RA7 Posted January 15, 2007 Report Posted January 15, 2007 I had a runthru, here are sum comments: Also add sum more sounds plz Quote
Warby Posted January 15, 2007 Report Posted January 15, 2007 http://img169.imageshack.us/img169/1748 ... 001bd5.jpg are those police lines really mirrored form the backside in rl ? Quote
Dodger Posted March 15, 2007 Author Report Posted March 15, 2007 http://img169.imageshack.us/img169/1748/dehogsatrasummer10001bd5.jpg are those police lines really mirrored form the backside in rl ? no of course.. that's just a texture from cs_assault.. but many textures is actually from the real place like walls on the buildings..concrete.. grafitti or more.. Quote
Rick_D Posted March 16, 2007 Report Posted March 16, 2007 omg i just noticed those textures are _everywhere_ haha it's like hall of mirrors but instead it's hall of nexus <_ Quote
Dodger Posted March 16, 2007 Author Report Posted March 16, 2007 omg i just noticed those textures are _everywhere_ haha it's like hall of mirrors but instead it's hall of nexus <_< that's our (developers) own secret Quote
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