Re: [map] Broken Palace
Posted by Campaignjunkie on Tue Jun 15th at 3:40pm 2004
Amazing work. All of the flowing water and lanterns are really a nice artistic touch. You make all those textures yourself? Once again; kudos.

Campaignjunkie
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Re: [map] Broken Palace
Posted by Finger on Tue Jun 15th at 3:40pm 2004
Thanks. 90% of the textures were either made from scratch, or manipulation of source images from the web. The others were shaderlab, cs, and tfc.

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Re: [map] Broken Palace
Posted by diablo on Tue Jun 15th at 3:40pm 2004
Playing this map you could think you were in China. Excellent atmosphere and textures! You capture the theme perfectly. Brilliant map! Great job mate!

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Re: [map] Broken Palace
Posted by FIDDLER on Tue Jun 15th at 3:40pm 2004
Sorry we never go that play test time in Finger. Great map however.
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Re: [map] Broken Palace
Posted by Cash Car Star on Tue Jun 15th at 3:40pm 2004
*from my forum post*
<br>
<br>I wasn't planning on revealing my votes, but I have to say this is most definately my choice for winner. Why? First, it carries out its theme visually with great success. The indoor/outdoor areas work great, the water works great, the textures are amazing. Finger even took time to superbly retexture the health/armor chargers. The lighting was fantastic. The flow was smooth, I found myself running all over the map. While the corridors at first seemed a little too similar looking, this quickly passed. Weapon placement was terrific, especially the egon which requires more than a little work. Seriously, what is not to like? Well, one thing - the paths in the zip aren't completely Steam compatible. Like it or not, Valve's spoiled brat of a program will be our bastard to worry about soon enough, and it does not include any folders named SIERRA. Similarly, people with CS retail are gonna have a tiny problem figuring out where the map goes. You may say, &quot;but if they're not stupid they'll figure it out&quot; - before you bring that argument up, let me remind you that they purchased CS retail. Anyway, so pathing from the half-life root on up woulda been nice but that's really the only thing I can possibly complain about.

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