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Game: Half-Life: Deathmatch
Added Tue Oct 11th 2005

Map Description

This map has a discussion topic which can be visited here

EDIT: May retake this theme for an AG2 map - lots of vertical action for crazy gauss jumping combat smiley

A simple map I'm playing around with, based around the interior style of my old map Forsaken. Planning on achieving a boot_camp esque playing style, with lots of vertical gameplay. Visuals are minimalist but kind of pleasing regardless, I'm getting a bit of an ocean liner feel from them, though concrete ocean liners tend to be a little rare these days smiley

Please note this is HUGELY work in progress, and this area is still quite incomplete. I am interested in hearing thoughts on the visual style though, as I plan on keeping it quite consistant throughout.


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Discussion
[author]
Posted by ReNo on Wed Aug 4th 2004 at 12:58am

Well this is the one thats getting my time currently, this may even be my only entry as my flatshaded map isn't going so well. <br> <br>BTW, that flatshaded map running in the tron glow mod is absolutely nuts smiley
0 starsPosted by 7dk2h4md720ih on Wed Aug 4th 2004 at 12:55am

We can be light on the end of a stick buddies, I have some in my map too. Are you going to enter this into the competition too? You should if you can get it done.
[author]
Posted by ReNo on Tue Aug 3rd 2004 at 11:34pm

Well it needed more colour, and this is definately more colour :P
0 starsPosted by 7dk2h4md720ih on Tue Aug 3rd 2004 at 11:04pm

That's the first time I've seen a continous light strip that actually looks good.
0 starsPosted by Ferret on Sun Aug 1st 2004 at 11:34pm

Interesting, you need more color in your light though :P
0 starsPosted by beer hunter on Sat Jul 10th 2004 at 9:19am

Very nice looking, curvy architecture always seems to make a map look that bit more slicker.
0 starsPosted by SWATSiLeNt on Sat Jul 10th 2004 at 5:42am

.......I didn't read all the posts but i recomend using another texture and putting a few things together to make it look more complex such as sprites or models to show of the creation side you have,.
0 starsPosted by 7dk2h4md720ih on Sat Jul 10th 2004 at 3:01am

Looks good so far bud. A little more colour wouldn't go astray.
0 starsPosted by Gwil on Sat Jul 10th 2004 at 1:37am

Repetitive texturing (WIP though smiley), but lovely all the same. Looks pretty neato, i'd perhaps space the buildings apart a little more though - remember boot_camp's vertical play works because where it is intergrated (round the gauss, central courtyard) there is plenty of &quot;ground floor&quot; space as well as vertical axis and fighting planes. <br> <br>Aside from that, make sure to work in windows and the like for even more enhanced vertical play - the map also cries out for large courtyards spanned by gantries and walkways.. once again, adding to the vertical play (ala gasworks, yet not as extreme) <br> <br>looking good so far though!
0 starsPosted by G.Ballblue on Fri Jul 9th 2004 at 7:01pm

I would put a small ladder on one of the antenas -- asuming that is an &quot;unreachable area&quot;. How would they change the light bulbs without any? =D
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