Posted by Orpheus on Sat Apr 28th 2007 at 11:44am
This is a a discussion topic for the map "Double_Trouble" by Orpheus which can be found here
Map description:
... My 9th and final release for Half-Life 1
This map was created for the snarkpit mapping competition, or at least one of them
The concept of the mapping tournament was "Opposing themes". This map combines rather well the ideas of space age with medieval.
Map screenshots:
Screenshots for: Double_Trouble
This is a a discussion topic for the map "Double_Trouble" by Orpheus which can be found here
Map description:
... My 9th and final release for Half-Life 1
This map was created for the snarkpit mapping competition, or at least one of them
The concept of the mapping tournament was "Opposing themes". This map combines rather well the ideas of space age with medieval.
Map screenshots:
Screenshots for: Double_Trouble
Posted by Addicted to Morphine on Sun Mar 12th 2006 at 12:23am
I liked this map a lot more than Club DRS, in terms of looks and atmosphere. The two different themes worked well in conflict, and I think the sky also worked to compliment things. I wish I had rated Club DRS a little lower, because I find this map to be better, but hesitate to give it a 9. Maps that get 9 or above have to be truly jaw dropping. I don't mean to say this map didn't have good attention to detail, because it surely does. The fire damage on the torches and the lighting and texturing work were all quality. There were some nice looking areas (my favorite part is the curved corridors for some reason). I liked the way the long jump module came into play up on top of the fortress. <br> <br>I wish there was another way to climb up to the second level of the fortress other than teleporting to the third level or guass jumping. <br> <br>Overal, great work Orph. Looks like you spent a lot of time on this one.

