Posted by 7dk2h4md720ih on Sat May 29th at 2:11am 2004
Posted by ReNo on Sat May 29th at 3:00am 2004
Hath thy map been cleaved asunder by the axe of doom?! I think you could use some stuff above the upper limit of the map.
You have done some here I see, but its barely noticeable from down below, I had to noclip up to see what it was. Also, I felt some of the techy textures looked out of place amongst your aged concrete ones. I think you should pick one "theme" and stay with it, they don't mix too well.
Definate spinkification needed. I know you know this, but I wanted a chance to use the word
This wall is an abrupt and unlikely end to the area - perhaps try something that looks less "s**t I don't know what to put here!". I'm inclined to suggest rockwork, but then I'm ALWAYS inclined to suggest rockwork. It could however allow you to mingle it in with some detail above the current top line of the level.
I was thinking that the upper level feels too seperate from the rest of the map, and when up there the only way down is through one of two distant exits or a big drop. To make it feel less isolated, you could link up the inner wall with your skylight, where the crosshair is (and obviously the same on the other wall).
If you did that you could change your grates to little water pools, to stop fall damage. It may be worth considering this anyway to be honest, as dropping is one of the best ways down from the top level.
Nicer changes anyway, but where is this "I Love Reno" sign Myrk mentioned, I searched for ages
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Posted by 7dk2h4md720ih on Sat May 29th at 3:15am 2004
I was going to go around the whole top rim with rockwork but the r's are close to 1000 up top already and I got 1150 in a hot spot on the bottom floor.
I couldn't find any un techy textures that I liked for that area.
Just have to look harder I guess.
I'll try and connect the skylight to the top level, see how it works out. Very good idea, I was trying to think of ways to connect to the top of the stairs
Ps:
Posted by Leperous on Sat May 29th at 10:01am 2004
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Posted by Myrk- on Sat May 29th at 12:33pm 2004
Yes...
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Posted by mrnatural on Sat May 29th at 1:03pm 2004
well if i think of any ill let ya know.
a idea might pop in my head.
Posted by Cassius on Sat May 29th at 3:43pm 2004
Since Zombie is on a computer which my brother literally stole from me, I'd be glad to offer my texturing services to this one. Some crazy architecture, and with such smooth lighting - I love it.
Posted by Orpheus on Sat May 29th at 8:49pm 2004
| ? posted by Myrk- |
| Thantos... |
hmm, Dave, where have i seen this name??
oh yeah, it was in our PM's... 
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Posted by Kain on Sun May 30th at 8:49pm 2004
I wanted to say it was too dark, but in Reno's screenshots the lighting is pretty good (is there a tweak i'm not aware of?). Other than that, it's a very interesting architecture, but it could use some mechanical entities like elevators or doors. The map is too quiet ![]()
Good job A_S
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Posted by Myrk- on Sun May 30th at 9:43pm 2004
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Posted by ReNo on Sun May 30th at 11:24pm 2004
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Posted by 7dk2h4md720ih on Mon May 31st at 3:34am 2004
Cassius and I have decided to work in tandem creating this map for the competition like a pair of freakish but sexy co-joined twins. Check out the screenshots displaying his sweet delicious textures!
Posted by ReNo on Mon May 31st at 3:37am 2004
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Posted by 7dk2h4md720ih on Mon May 31st at 3:39am 2004

Posted by ReNo on Mon May 31st at 3:43am 2004
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Posted by Campaignjunkie on Mon May 31st at 3:53am 2004
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Posted by Cassius on Mon May 31st at 3:57am 2004
Posted by 7dk2h4md720ih on Mon May 31st at 3:57am 2004
Posted by ReNo on Mon May 31st at 3:59am 2004
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Posted by Orpheus on Mon May 31st at 10:23am 2004
i need the bsp dave, the screens are just to dark on my pc 
PM me the link to the last compile.
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