Re: dm_3006
Posted by oskutin on Tue Nov 21st at 7:28am 2006
Under kilometer high city? Maybe city builders destroy old building before start build the skycapers.And skycapers weight can crash the old building and city destroys."Sunlight falls in small chasms but mostly stays a glow in the distance"
But maybe builders build walk ways and foliage between skycapers enterances.
But this is good map.

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Re: dm_3006
Posted by Naklajat on Tue Nov 21st at 4:15pm 2006
I think it's a good decision to give the player somewhere else to go from that catwalk. I remember getting to that spot and then thinking "now where?"
Looking forward to the next release.

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Re: dm_3006
Posted by Kasperg_JM on Wed Dec 6th at 9:35am 2006
Keep it up, lighting is looking better each time!!
Having played the alpha1 version, my only concern is that this map will
need a lot of players to provide a decent fragfest, since some areas
felt very far away from the others. Maybe it was just an optical effect
and the layout actually works, I can't really tell.
Anyway, if you ever decide to make a SP map based on this setting, I also think It could turn out absolutely stunning.

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Re: dm_3006
Posted by G.Ballblue on Wed Dec 6th at 4:13pm 2006
Here are my thoughts on the screens (I apologize if my thoughts seem a bit repetitive. I've got 2 minutes before class begins, so I have to bash this out rather quick.)
You've definitely got the architecture down, but there doesn't seem to be any trim in many of those concrete indoor areas. I realise that the HL2 materials pack has very little trim, but try to whip up something, since the constant generic-tileless concrete seems a bit used. To some extent, this "building" or structure that the map takes place in looks like something out of star wars, molded purely out of concrete
That 5th shot, specifically; the brown concrete is just being run into the ground with that cieling!
Also, that center beam would look nice with some kind HL1-styled Silo trim around the tope, and the underside of it, where the blue lights are shining out, could use something other than concrete
(at least, that what it looks like.)
I also noticed that there doesn't seem to be much of anything inside the map, other that archtecture and random metal planks. Pipes? Light fixtures? Seats? Signs of people using the place? What would normally "belong" in this structure?
Last shot: Very pretty, in my opinion. The blinding light on top of the harsh shadows actually looks real nice there
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Re: dm_3006
Posted by reaper47 on Sun Dec 10th at 11:18am 2006
I developed a little "darkness test" to look at the map in worst condition and compare it to others that I consider bright enough. Well, albeit I added all the extra lamps the thing is still terribly dark. I'll try and fix that.
Otherwise it's finished. If the mapping gods agree I'll release alpha2 next week.

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