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Game: Half-Life: Deathmatch
Added Mon Jul 26th 2004

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This map has a discussion topic which can be visited here

This has been a real pleasure to build for me. I've used a totally custom texture set and I think the architechure also fits the surroundings nicely. I'm about a third of the way through building it, and would like some feed back on what I've done so far.

<U>Update</U>
Have begun working on this map again, hope to finnish and release it (!) Currentley upgrading the arcitechures and improving layout. New screenies soon.

I've made some real progress with it, its getting close to completion. New pics have also been added.


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Discussion
0 starsPosted by beer hunter on Sat Feb 14th 2004 at 11:34am

Looks very funky

Inside bits are mostly green/brown, needs more colour variation - reds, purples.

The road and buildings/walls with that grey tex is too drab, could do with some cartoon-like skyscrapers or other buildings, street signs etc.

I would make the road loop around onto itself into a circle so theres no dead ends, it would also allow some more exit points from below ground onto the road.

ttfn

[author]
Posted by matt on Fri Feb 13th 2004 at 7:08pm

That top pic will have a truck at one end so the player can't see the end of the road. I'm thinking of having some humorous art work on the side of the truck, but havn't thought of what to plaster it with yet. [addsig]
0 starsPosted by Forceflow on Fri Feb 13th 2004 at 6:11pm

looks superb, matt.
0 starsPosted by Crono on Fri Feb 13th 2004 at 4:22pm

That was CJ, he also said he has a much better technique now, If I'm not mistaken, which is bassically vertext manipulation and such. [addsig]
[author]
Posted by matt on Fri Feb 13th 2004 at 8:59am

cell-shading would be good, but It would take me forever to do the bits I've done and I don't really know anything about it anyway. I know someone wrote a tutorial for it a while back, so I'll take a look at. Keep 'em coming!

[addsig]
0 starsPosted by Crono on Thu Feb 12th 2004 at 8:42pm

How about mis-proportioned shapes? and messed up angles, make it look like abstract art (like old C. Jones cartoons). Yeah, cell shading would make it look like a cartoon too, simply because a 3D animation is only considered cartoony when cel-shaded (HL Being 3D, put two and two together).

The map doesn't pop out like cartoons. It looks a little too bland. You could do something in some areas, like in the hall way, you could bring the walls in to a 75 degree incline instead of a 90, to give the illusion of perspective (granted that would give some messed up perspective it would fit the theme). I say, go watch some cartoons lol.
As for what you have so far, it pretty much looks like a middle stage (which is obviously it, because you're asking for suggestions) which is nowhere near completion. But it looks like it's going to be fun none the less. You should try making "black holes" which would obviously be teleporters, just with no sound, so you could pop around the level, and they shouldn't connect to each other, so if you went through one and came out the other end and then tried to go back, it would lead so somewhere else.

I dunno, maybe I'm giving too many suggestions lol.

Hope they help. [addsig]
0 starsPosted by azelito on Thu Feb 12th 2004 at 7:33pm

How bout cell-shading?

[addsig]
0 starsPosted by Gollum on Thu Feb 12th 2004 at 7:28pm

I don't have time to look now, but hopefully I will in the near future.

But I will say now that you get lots of Gollum-Points(TM) for experimenting with a novel theme

0 starsPosted by R@lph VViggum on Thu Jan 15th 2004 at 2:06am

This should be fun, reminds me of de_simpsons.
0 starsPosted by Vash on Mon Jan 12th 2004 at 8:36pm

Heh, looks cool.
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