The sequel to a popular map de_inferno.
I picked out the most played maps of all times (such as dust, dust2
etc) and combined them into one, strategically good and fun to play.
The architectural part is complete, yet again, it needs to be detailed.
Couple of houses are done as we speak, but there is lot to do. I'll
keep you posted.
In the meanwhile, you can check out the screenshots (they suck, I know, but it is just a beginning).
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Re: de_inferno2
Posted by Madedog on Fri Jun 10th at 2:53pm 2005

Madedog
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Posted by Madedog on Fri Jun 10th at 2:53pm 2005
Madedog
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Re: de_inferno2
Posted by $loth on Sat Jun 11th at 1:06pm 2005

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Posted by $loth on Sat Jun 11th at 1:06pm 2005
well it's too early to tell, but that space needs to be filled, wether
it's a small house, or something like the market in cs_italy.
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Re: de_inferno2
Posted by Madedog on Sat Jun 11th at 3:50pm 2005

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Posted by Madedog on Sat Jun 11th at 3:50pm 2005
Yes, everything will be filled. Either with props or something like that. But it will be.
I try to make some parts of it similar to old inferno. I have a bunch of screenshots in hand to look at those and fix if something is bad. Also, I will make the streets a bit more wider, the Source Inferno was... ugly, with its tiny little streets and so...If you had a bigger team, you collided it half a time! I try not to make the same mistake in this map.
I try to make some parts of it similar to old inferno. I have a bunch of screenshots in hand to look at those and fix if something is bad. Also, I will make the streets a bit more wider, the Source Inferno was... ugly, with its tiny little streets and so...If you had a bigger team, you collided it half a time! I try not to make the same mistake in this map.
Madedog
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Re: de_inferno2
Posted by Addicted to Morphine on Sat Jun 11th at 10:34pm 2005
Posted by Addicted to Morphine on Sat Jun 11th at 10:34pm 2005
Well -- since you're making a map with the same name and theme as an
official one, you're giving yourself a big challenge. Your map is
going to immediately be compared to Valve's inferno, so you better do a
great job with aesthetics and gameplay.
Good luck!
Good luck!
Re: de_inferno2
Posted by Dietz on Sun Jun 12th at 5:10am 2005
Posted by Dietz on Sun Jun 12th at 5:10am 2005
While I see it as excellent practice to remake maps/architecture to learn how to manipulate brushwork, I do not think its necessary to release your version as a sequel... This is definitely the case here
Re: de_inferno2
Posted by Madedog on Sun Jun 12th at 10:09am 2005

Madedog
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Posted by Madedog on Sun Jun 12th at 10:09am 2005
It is not a _remake_ it is a _sequel_.
As for Morpheus' opinion, I know. I took a lot of time to time the gameplay. I calculated everything by a _millisecond!!!_, the timing is VERY exact here. I took the most popular maps and analyzed why ppl liked them so much. Then took them together to make a good assault plan.
But yes, the architecture is the other problem. I try to make it look good (believe me, i won't release it before it is GOOD
" SRC="images/smiles/icon_biggrin.gif">)
So... I try to make REAL good work with it... I want this to become the best map I've ever created.
(and if I'm lucky, it might be even announced as an official CS: Source map by Valve
" SRC="images/smiles/icon_wink.gif">)
As for Morpheus' opinion, I know. I took a lot of time to time the gameplay. I calculated everything by a _millisecond!!!_, the timing is VERY exact here. I took the most popular maps and analyzed why ppl liked them so much. Then took them together to make a good assault plan.
But yes, the architecture is the other problem. I try to make it look good (believe me, i won't release it before it is GOOD
So... I try to make REAL good work with it... I want this to become the best map I've ever created.
(and if I'm lucky, it might be even announced as an official CS: Source map by Valve
Madedog
member
487 posts
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Registered: Jan 5th 2005
Location: Estonia

Occupation: Level Designer
HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee
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