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4886 views
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Game: Half-Life 2: Deathmatch
Added Mon Jan 9th 2006

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This map has a discussion topic which can be visited here

Ok. It's "playable", as in there are spawns and items placed through the map. Whether you will be able to play it or not.. I don't know. It hardly runs on my computer. I think this map will fall into the same pit as dm_neon. I'll plan the next one a little better.

btw, go to the center control panel in the control room and use the button. it turns on the beam. the beam doesn't kill you yet, and doesn't spray fuzballs all over the place yet. i'm not sure if it will be possible even. cross your fingers.


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0 starsPosted by Captain P on Tue Nov 15th 2005 at 3:07pm

Looks good. You've got a nice style going on and some very good textures there.

One thing though: I think the map relies too much on its textures and brush-architecture. Add some details now and then, prop models (custom preferrably to keep up that distinct style). Without them some area's feel a bit too empty and flat.

Nevertheless, the style and theme look good, it needs some more work on the smaller stuff but the overall structure is there already. Keep it up! <img src=" SRC="images/smiles/icon_smile.gif">
[author]
Posted by Belgarion on Tue Nov 15th 2005 at 2:55am

Last night and today I worked on a 3d skybox that really makes a difference, and I'm pretty happy with it. Here are a few shots.

... I feel so dirty. I'm using image shack.

imageimage
and a pic without the hinderence of a window.
image
I've also added a lift
imageimage


0 starsPosted by ReNo on Tue Nov 15th 2005 at 1:24am

I had a run about and I liked it - felt very different to the typical HL2 maps doing the rounds. The specularity/reflections were perhaps a little bit over done - there is a lot to be said for subtlety - but it did give it a very untouched and sterile look which I guess you were going for. There were a few visual issues such as obvious seams between the hugely specular materials (where two of the same materials met, the reflections sometimes didn't line up and left an awkward seam), but nothing terrible. The custom environment map was pretty funky - first time I've really seen one based on a map interior pulled off so well actually - but a 3D skybox could probably have done the same thing more convincingly. The map seemed like it would play ok, though the repeating texture set and similar architecture throughout made me think it might be a bit easy to get lost. It's not a big map though which might mean that's not a big problem.
0 starsPosted by KoRnFlakes on Sun Nov 13th 2005 at 6:25pm

It looks very creative & unique. I'm quite impressed by this map tbh, I will go try it out later tonight.
0 starsPosted by BlisTer on Sun Nov 13th 2005 at 5:55pm

as i said, it's really my cup of tea. very nice work. looking forward to playing it. maybe not enough shadows (3rd screenshot) or contrasting-colour-lights but now i'm being picky <img src=" SRC="images/smiles/icon_smile.gif">
0 starsPosted by ReNo on Fri Nov 11th 2005 at 7:53pm

I really like it judging by the screenshots. My urge to check it out in game is only outweighed by my lack of time to do so. Rest assured that I will be later <img src=" SRC="images/smiles/icon_smile.gif">
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