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Game: Half-Life 2: Deathmatch
Added Tue Oct 23rd 2007

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This map took a few days to build, and was conceived merely to take a break from another map I've been working on for a few months that was giving me some unforseen problems due to it's huge size. So this is another small urban themed dm map, hence I could get it to look kinda finished. I might still mess around with the texturing, as it's very grey=taupe looking at present.


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0 starsPosted by reaper47 on Tue Oct 23rd 2007 at 6:22pm

Very American looking. As a contrast to all the Europeany maps out there, that's quite nice. Still too blocky, though smiley <br> <br>I'll d/l it. <br> <br>[edit] <br> <br>Had a look and love it. <br> <br>You have such a relaxed way of mapping. It's all the stuff I feared to be lost since the days of HL1 mapping, perfectly adjusted for HL2DM. So fresh, so many interesting shapes, prop-placement, lighting. No brushes wasted and so many details to look at. <br> <br>Two issues, though! <br> <br>First: You have a lot of &quot;dark spots&quot;, areas that might just look shady on your monitor but are near-black on mine. Often around ladders which makes things worse (they're hard enough to use anyway). Turn down your monitor brightness and you should see what I mean. I always found it a good tactic to make sure every square meter is either within the radius of a lamp or lit directly by the sun. If a spot has neither, you should give it its own light source. Don't be afraid to make your map too bright. Unless you're moving towards a fullbright/overexposed look there is no such thing as &quot;too bright&quot;. <br> <br>Secondly: You have a couple of (seemingly intentional) dead-ends. Well, I can't really say if they're an issue as I didn't play this on a server yet. But there are quite a few, so i thought I mention it. Could annoy some newer players if they have to explore the map at the same time as playing it. <br> <br>Yea, that's pretty much all I found from a quick look. Really nice map. You know I like your style, keep it coming.
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