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Posted

De_cityfever is the one of my largest projects ever. Over ~350 Hours of Work and over 80hrs of compile time was needed to make this becoming a nice playable, good fps standing and nice looking map for CSS.

It’s made in cooperation with the German online magazine eFever.de.

Change log:

+ added Sunshine

+ added new buildings

+ added nav file by chizbone

+ added new Spawn points (40 Spawns at all)

+ added Soundscapes (Environment sounds)

+ added better performance

+ added Fog

~ changed the lightning

~ changed the marks on the spot (A-> B)

~ grenades won’t flew in every gap

~ rebuild the 3D skybox

~ changed the Tree is now outside the player range

~ changed the CT spawn is now moved back (1-2 Seconds)

~ changed the tunnel lighting

~ changed the eFever Poster in the map

~ optimized cubemaps

~ redone the overview

- deleted 60% custom content (Models & Textures) for a smaller mapsize

- deleted some Crates on the Spot (A and B) to clear the Gameplay

Images

de_cityfever3_bigt.jpg

de_cityfever4_bigt.jpg

de_cityfever5_bigt.jpg

de_cityfever6_bigt.jpg

de_cityfever7_bigt.jpg

de_cityfever8_bigt.jpg

de_cityfever9_bigt.jpg

Downloadlink:

http://www.michael-z.info/index.php?option=com_content&task=view&id=24&Itemid=31 (the harddisk with the green arrow)

http://www.Michael-Z.info

Or @ FPS Banana http://www.fpsbanana.com/maps/35981

Posted

looks pretty good from the shots, although it has that generic hl2 style about it. not saying it's bad per se, but it's definitely been overused. maybe not so much in the css scene, so i guess it doesnt hurt as much as if it were in hl2dm

Posted

It looks like a map, none of the architecture really ties together in a coherent way. Everything also looks very plain and empty. I am not seeing any hint of the massive size you talk about, it loosk like a very average map.

I also find some of the model detail to be badly placed, most ntably the de_nuke blue beams on top of what looks like the balcony of a residential flat.

If it is supposed to be under construction (as is hinted at with the concrete bags and the giant box) then sel the idea more, half built walls - unapinted bricks where the building is taking place, fenced off area (using the 'large stone' supported temporary fences) around the building site. Concrete stain decals on the floor, a wheelbarrow, some shovels etc etc.

Personally I would like to see the references you used for this level. Admittidly looking back on some of Valve's design for HL2 it can be very very basic at times, but it always seems plausable and believable; with this level nothing seems to stand out and say "I am a real place".

Nice effort, perhaps you could work on something else and focus on realism from the start :) (if you wanrt to work on realistic stuff, of course)

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