Posted by ghost of evilspy on Sun Jul 11th at 4:20pm 2004
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Posted by Kage_Prototype on Sun Jul 11th at 5:16pm 2004
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Posted by Orpheus on Sun Jul 11th at 5:35pm 2004
we have an unofficial who's the best contest, and hullu shows up out'a nowhere.. you sly ol' dog you 
again, welcome ol man.
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Posted by ReNo on Sun Jul 11th at 10:17pm 2004
[addsig]
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Posted by ghost of evilspy on Mon Jul 12th at 4:42am 2004
So I did this and some other visblocking tonight:

So lets see.. where's that nice rockwork tutorial?
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Posted by ghost of evilspy on Mon Jul 12th at 9:36am 2004
| ? quote: |
we have an unofficial who's the best contest, and hullu shows up out'a nowhere.. you sly ol' dog you |
huh? where?
[addsig]
Posted by Yak_Fighter on Mon Jul 12th at 9:50am 2004
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Posted by ghost of evilspy on Mon Jul 12th at 10:49am 2004
This is very close to final release. So please play it!

(I, ffs, didn't sleep last night because this damn map
. Not fun to stay up 33hrs)[addsig]
Posted by Myrk- on Mon Jul 12th at 8:53pm 2004
Ok the outside picture...
The window bits- either side make the frames stick out a few units and extend to the ground, but not the bits above and below the windows, just on the sides. Then get rid of the pillars underneath.
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Posted by ReNo on Tue Jul 13th at 12:26am 2004
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Posted by Yak_Fighter on Tue Jul 13th at 9:43am 2004
This ramp looks a little too steep. Normally you could get away with a 1/3 slope on a stairway, but not on an exposed ramp. Give it a 1/4 slope since you have the space.
I dunno, looks like a texturing error to me, even though its probably deliberate.
This is simply awesome. It looks like something torn straight out of HL. If you could keep this level of lighting and detail throughout the level it be something else, like a long-lost valve map. ![]()
-The connectivity looks good from what I could tell.
-The lighting looks too bright and flat, especially in some of the more cavernous areas. Some shadows would really improve visuals and gameplay.
-I think the outdoors area needs something in the middle, even if it's just more crates. It's too open and there aren't enough ledges and entrances/exits to justify it.
-I know you're going for gameplay over looks, and I will always support that belief, but there's a lot more you could do that would add to both, such as changing the lighting, adding more roof supports you can gauss to, more height differences, etc.
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Posted by ghost of evilspy on Tue Jul 13th at 10:05am 2004
Inspired by Valve deathmatch maps. Most of theim are overbright with some darker areas
.. so I'm just going to keep that one area dark.
I'm seeking for same kind of gameplay as in stalkyard
(as BulliT explained me years ago why it was so good for HL-teamplay). Hm.. stalkyard is quite flat but has lots of well placed crates :O .. maybe I should fill underground with more grates :O
Ramp will be fixed. Thanks.
Texture will be fixed. Thanks.
Hm.. big crate at near center, closer to rocks. hmm.. new enterance from the back (outside <-> lift room).
Myrk-, thank for tip.
[addsig]Posted by ReNo on Tue Jul 13th at 11:28am 2004
[addsig]
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Posted by ghost of evilspy on Tue Jul 13th at 1:07pm 2004
[addsig]
Posted by ghost of evilspy on Wed Jul 14th at 6:36pm 2004
Screenshot number 2 replaced with new one.
Posted by ghost of evilspy on Sat Jul 17th at 1:02am 2004
This is very close to final release. [addsig]
Posted by ghost of evilspy on Sat Jul 17th at 9:54pm 2004
Posted by Forceflow on Mon Jul 12th at 5:29pm 2004
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Posted by 7dk2h4md720ih on Sun Aug 1st at 11:42pm 2004
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