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Game: Half-Life: Deathmatch
Added Tue Aug 10th 2004

Map Description

This map has a discussion topic which can be visited here

(2004 SP Mapping Contest Entry)

A medium sized HLDM map, set around the Skull Cave ,which just happens to be the home of "The Phantom", reputedly considered to be the first ever costumed Superhero. Created by Lee Falk, this guy has no powers, except a long lineage of crimefighting fathers dressed in purple tights.


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0 starsPosted by Orpheus on Sun Apr 24th 2005 at 3:49pm

/Me notices, not a single member rated this map. <br>/me wonders... WHY?
[author]
Posted by fraggard on Tue Aug 10th 2004 at 2:58pm

? posted by Ferret
where are the shadows!?!?! up the gamma my friend!!!!

I don't get it... There are shadows whereever something blocks the light (like they should be )

0 starsPosted by Ferret on Tue Aug 10th 2004 at 2:36pm

where are the shadows!?!?! up the gamma my friend!!!!
0 starsPosted by Forceflow on Tue Aug 10th 2004 at 8:50am

Like the skull.
[addsig]
[author]
Posted by fraggard on Tue Aug 10th 2004 at 8:24am

Download is available in the map description page...

[author]
Posted by fraggard on Sun Aug 8th 2004 at 10:48am

Just finished submitting this. I'll put up a download link soon . (refresh to see the new thumbs)

Final screens:

[author]
Posted by fraggard on Thu Aug 5th 2004 at 9:45am

? posted by Crono
The only suggestion I'd give is make it grander and exagurate things, like cliff faces.

Maybe add in some light shining in through cracks in the cave

I've done up the rockwork a bit, along those lines. And i have the shining lights gag elsewhere

? posted by Alien_Sniper
Work on the ground a bit and add in some tree models. You'll need a different sky too as the rock type deosn't match at all. The skull looks cool, but I think the nose area needs a tiny bit more detail.The rockwork looks really good, inside and out. Hopefully you'll get enough of it finished in time.

Spinkified the terrain, added models. The skull nose I think I can modify without reworking too much.

? posted by ReNo

That skull is pretty awesome, but as A_S said, work on the nose a little. I also agree with crono that perhaps a grander scale would help, and not only that, but possibly something more to the exteriors than just cliffs. The exterior ground also looks much too repetitive, perhaps you could have another texture as a sort of path around the map, weaving around a little while the current ground acts as a "rough" around its sides?

The theme is a good one, and you are handling it well enough (especially the interior which is looking very atmospheric...even with that armchair ), I just think it needs more variety.

I like that terrain idea, and I've done that. The cliffs should get some moss-foliage blahblah if I can find enough textures. (IT'S NOT AN ARMCHAIR )

? posted by Ferret
hahahahah that rocks!

Yes.

? posted by beer hunter
It looks pretty good for 10 days work, some suggestions -

Ground needs more height variation, some gentle slopes and maybe a few boulders in the more open bits.

Stalactites look pretty trick in caves.

Waterfalls, rivers etc. usually make this type of scenario look a lot better.

Best of luck getting it finished before the deadline

I've modified the terrain. I like the stalactites idea very much, I'll try and squeeze them in somewhere. Waterbodies are there elsewhere in the map. Hope I can finish it in time

? posted by fishy

the ground texture looks like it would be good as a base for routes/paths, with gentle raised slopes with a fully grassed texture framing them. the slopes could also help with the transition from the ground to the cliffs, which it's very square atm, and detracts a little from the nice curves you already have on the cliffs.

Don't know why your quote is bordered in red, but I think the forums like your ideas too I've made a grassed border, with slopes, and height variations (and clipping) and all.

Sorry for the clipped replies... Thanks for all the comments guys.. I'll put up some updated screens in a while

0 starsPosted by Perin on Wed Aug 4th 2004 at 9:07pm

Nice brushwork on the skull.
0 starsPosted by fishy on Wed Aug 4th 2004 at 7:34pm

the ground texture looks like it would be good as a base for routes/paths, with gentle raised slopes with a fully grassed texture framing them. the slopes could also help with the transition from the ground to the cliffs, which it's very square atm, and detracts a little from the nice curves you already have on the cliffs.

0 starsPosted by beer hunter on Wed Aug 4th 2004 at 6:24pm

It looks pretty good for 10 days work, some suggestions -

Ground needs more height variation, some gentle slopes and maybe a few boulders in the more open bits.

Stalactites look pretty trick in caves.

Waterfalls, rivers etc. usually make this type of scenario look a lot better.

Best of luck getting it finished before the deadline
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