Hugh Posted September 23, 2004 Report Posted September 23, 2004 My first released attempt at DM, supposedly it's a decent-looking map that plays well... and it uses all HL1 textures. Anyway, pics/download/review can be found at http://www.hlgaming.com/reviews/map_zeromancer.php Tell me what you think :!: Quote
curman Posted September 23, 2004 Report Posted September 23, 2004 Oh, my bad, thats a site link, looks good. Quote
jaardsi Posted September 23, 2004 Report Posted September 23, 2004 Very kewl, Hughie. I demand for a sequel Quote
DD Posted September 23, 2004 Report Posted September 23, 2004 Looks solid. I think the map needs a bit more contrast, it might just be the screens showed up really dark. It looked very black, dark grey, and slight hints of red... bland. Try -gamma 2.0 -falloff 2.0 and increasing the light intensity on everything, you'll get a very vibrant look, ns like. Quote
Fullauto Posted September 23, 2004 Report Posted September 23, 2004 I'm digging the ceiling in the fourth screenshot, very nice. Quote
Mazy Posted September 23, 2004 Report Posted September 23, 2004 what dd said it is extremely dark in most of the pics D: Quote
Tequila Posted September 23, 2004 Report Posted September 23, 2004 It's rather good, all I can recommend is more ambient sounds and the use of trims on pipes. Quote
Taylor Posted September 23, 2004 Report Posted September 23, 2004 It's called Zeromancer, it rocks. Quote
Hugh Posted September 23, 2004 Author Report Posted September 23, 2004 Well I'm glad most of you liked it, not all of the map's that dark just that the reviewer decided to take most of the screenshots in dark areas. (I don't know why the hell there's a screenshot of the crossbow. ) I'll try what you said, DD, I've never understood how the falloff works considering that I've yet to see a tutorial on the topic. Quote
DD Posted September 24, 2004 Report Posted September 24, 2004 Fall off causes your light sources to travel less far and continue to get weaker and weaker exponentially. Your lights sources will go from lite to black in a shorter range. So instead of these long fades from light to shadow you get really dense light. Your map may come out pitch black after compiling with these settings, you really have to boost the light juice. Hope this makes sense. Quote
Minos Posted September 24, 2004 Report Posted September 24, 2004 humm using a highger -gamma value will do the same thing dd~~ about the map, I like it, but it doesnt look special actually. Besides using only hl.wad you also used the "classic" lights colors. Quote
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