returndm_cascade by Tarky
dm_cascade


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Game: Half-Life 2: Deathmatch
Added Tue Dec 14th 2004

Map Description

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Set on a cascading set of dams somewhere in europe. Dams are no longer full and are slowly drying up. Destruction has plagued the area along with the menaces of society so hence the dam has fallen beyond repair.


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Discussion
0 starsPosted by Nickelplate on Tue Jan 4th 2005 at 12:36am

Looks good! <br>1st screenshot- Repetitive wall textures, make a hole in the upper wall that looks into another room, just make it for show, impossible to get to the other room. <br>2nd screenshot- Put some spotlights on top of the dam. <br>3rd screenshot- the little fenced-off shelf-room is superb! nice touch. <br>4th screenshot- Breakup the textures in that ramp-hallway. It looks so repetitive. <br>5th screenshot- Breakup the texture on the upper part of the walls.
0 starsPosted by Gwil on Tue Dec 14th 2004 at 2:48pm

Looks cool, if a little sparse on the detail front as people have mentioned before. The colours and variation could be enhanced with structural supports, vents, monitoring systems etc.. - then you can stick some red ambient lighting behund them, for instance.

How about on shot #5 using the dust particles in the air effect (ala cs_office (CS:S) and various places in the HL2 sp). Should look fairly spinky.


[addsig]
0 starsPosted by ReNo on Tue Dec 14th 2004 at 2:40pm

I really like the interior style but it needs a bit of sprucing up. As Jeff said, some coloured lighting, done subtley, could really help out. Architecture is nice for its simplicity, but while I like your basic room shapes you need to up the detail a bit inside.

Really nice job though, this is one of my favourite looking HL2 maps so far
[addsig]
0 starsPosted by Night-Wolf on Tue Dec 14th 2004 at 1:16pm

I like this one, it has a real theme! Try adding some flickering lights inside or something.
0 starsPosted by BlisTer on Tue Dec 14th 2004 at 12:45pm

where everything looks good, pic 2 looks awesome. keep it up [addsig]
0 starsPosted by scary_jeff on Tue Dec 14th 2004 at 12:05pm

Just to add to what Crono said, I think you could do with having some different coloured lighting in there. I can't see any obvious places for it, but a bit of colour is always good
0 starsPosted by Crono on Tue Dec 14th 2004 at 9:24am

It looks pretty good. Very thick HL2 feel

All i can say really is: If you want it to seem more destructive and detrimental to the area, put in some serious structural damage and not just age to the area (as it appears to be in the screens).

More overlays would be good too. Like giant lime and rust stains on the damn (if it ran long enough for it to no longer be full, this would make sense.)

I think overall, it needs more detail and more areas. In newer areas try spicing the architecture up. Because the best looking architecture (inside) you have are those column looking corners.

Other then all that, the lighting needs to be tweaked.

Keep at it.

[addsig]
[author]
Posted by Tarky on Tue Dec 14th 2004 at 7:36am

I have done an update of the screens if you are interested..
[author]
Posted by Tarky on Sat Dec 11th 2004 at 6:20am

The powers are a mixture of 3 &amp; 4. I wanted it to sew perfectly so I aligned small bits of terrain and then joined 'em up and gave 'em a power according to their size.
0 starsPosted by ReNo on Sat Dec 11th 2004 at 3:44am

It couldn't be 6, the only useable values are 2-4 smiley
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