Jump to content

dm_walkway


dewdle
 Share

Recommended Posts

It's basically a hl2dm map set in an aztec setting. There's not much I can say about it, I guess playing is experiencing.

It seems to play really well with around 8 people but could probably play well up to about 16.

Weapons are generously dished out, shotgun and rpg are probably the best suited, I also positioned the crossbow in a "sniper" spot, though you can be ferreted out quite easily.

All in all fairly balanced, fast paced and enjoyable. Hope you like.

dmwalkway0000bd8.jpg

dmwalkway0003er7.jpg

dmwalkway0004hv7.jpg

For more information/ screens go to

http://www.rabid-monkey.com/~dewdle/gallerywalkway.htm

Download:

http://www.rabid-monkey.com/~dewdle/fil ... alkway.rar

Link to comment
Share on other sites

You should make a lot of things better:

--The spawnplaces are all set in the same direction, at some places with face to wall

--The stone-prop_statics underwater are "flying". rotate them or put them on the ground, and you´ve got some props "following" (2 kind of boats for example). Remove some sawblades and add other physics like little stones or wood_crates.

--You must change something with your weapon- and ammoplaces. I see 2 shotguns or 2 xbows near to each other.

--For a bit better gameplay you should add info_ladder_dismounts. Much players hate pressing the jump button to leave ladders.

Generally, your brushwork and the lightning is good.

I like the map. :)

Link to comment
Share on other sites

Some of those stone walls look a bit too thin. They're big stone blocks, not prefab concrete breeze blocks :) Also, the lighting is a bit flat / dull in the first shot -- a few torches would've made it more interesting.

Looks like a nice theme (though as Zombie pointed out, it ain't aztec) and stuff but it also looks like you could've done a lot more with it with some more work :)

Link to comment
Share on other sites

My original intent wasn't really at an aztec setting, I figured what I ended up with was something with a similar look but I didn't base it on any references really. You've made great points so far so I think I'll go back and change a few things to improve it :wink:

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • MapCore on Discord

  • Our picks

    • Post in Yanzl's Source Emporium
      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0

      As always, free for non-commercial use with attribution. 
×
×
  • Create New...