returndm_veikko by ishbog


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Game: Half-Life 2: Deathmatch
Added Wed Jul 27th 2005

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This map has a discussion topic which can be visited here

July 27 -- Screens, finally! <A HREF="http://www.freepgs.com/ishbog/veikko" TARGET="_blank">www.freepgs.com/ishbog/veikko</A>
July 7 -- RELEASE! well, it was put onto Snarkpit.net DM server, so im calling it done, and im in japan for another month and cant work on it... good times! down load at <A HREF="http://www.freepgs.com/ishbog/veikko/dm_veikko.rar" TARGET="_blank">www.freepgs.com/ishbog/veikko/dm_veikko.rar</A>
no screenshots at the moment, they are all old.. and im in japan... soon though, soon.
-May4
Posted the beta .bsp, check it out, tell me what you think!
-may 3
Hopefully getting some of the more intricate pieces of brushwork made into models, for faster rendering, but lag has been decreased in huge room without that. 30fps on a shi* comp ain't bad, i guess. and thats in only one place. I have a few things to change, and then i think i'll put the bsp up here for people to try out. new screens!
-may 1
Well, lots closer to finishing this map, yet farther away. im afraid the large room is creating too much lag, so i may choose to replace it with an outdoor area or more complex-style offices of some sort. not sure yet, but i may put a public beta out soon, instead of just waiting out a lan party. all comments appreciated!


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Discussion
0 starsPosted by ReNo on Thu May 12th 2005 at 4:26pm

Habboi, I think Orph means if you click the links provided in the snarkpit profile they don't work. They work if you visit the URL he provided though.

Map looks really impressive for a first effort - refreshing to see somebody new coming along that obviously put time and effort into their first release. Good job smiley
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0 starsPosted by habboi on Thu May 12th 2005 at 4:11pm

They work fine for me?
Nice map!

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0 starsPosted by Orpheus on Thu May 12th 2005 at 2:10am

I so love to see a map "Orphinated"

@ Ishbog, and I do not think you are allowed to hotlink your images from that site. They all seem to lead to dead links

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0 starsPosted by DrGlass on Thu May 12th 2005 at 1:40am

Great looking map. I like (for the most part) how it fit together. Also, the mood and lighting were well done.

As for the review:

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Grass prop hanging over the edge.

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Alot of your door ways and windows lacked any kind of trim. When two diffrent textures meet at an edge it can look very tacky, try to add some more detail brushes.

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This is a big issue to me, the skybox. This shot is showing me toss an explosive barrle out the sky light. It hits the skybox and blows up, and that looks horrible. remeber always make your sky box very high so props dont run into it, you can always use a hint brush to to cut down the vis leaf.

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This place just didn't feel right, just looks like a bunch of props slapped together.

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That prop isn't a spot light, it should be casting light all around it, not just down.

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Use env_sprite and not env_light_glow for small lights like this one (near the room with the gas pipe) env_light_glow fades as you get closer to the origin, which looks very strange becuase light halo's dont tend to do that in real life.

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I dont think that charger should be there.

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Your lift stops a bit short, I would try and figure out a way to get some doors in there so you dont see the lift.

Very nice, though there may be some game play issues I though that the map fit together very well and apart from some visual flaws looks very nice.
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[author]
Posted by ishbog on Wed Apr 27th 2005 at 2:01pm

Yeah, that was from the original, never did move it. i may turn it into an overlay and rotate it. as for the huge room with shadows, what do you think of this screen instead? <br> <br><a href="http://www.freepgs.com/ishbog/veikko/dm_veikko0465.jpg" target="_blank">http://www.freepgs.com/ishbog/veikko/dm_veikko0465.jpg</a>
0 starsPosted by Addicted to Morphine on Tue Apr 26th 2005 at 3:26am

I really like the clean shadows in the third picture, but the blood stain in the light in the second picture, while artistic, seems too perfectly centered in the light. I'd either move/rotate the decal or shift the light or make it a bit weaker and fuzzier around the edges.
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