sj_castle


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Game: Half-Life: Deathmatch
Added Sun Jun 13th 2004

Map Description

This map has a discussion topic which can be visited here

This is a castle map. I started it ages ago, and am hoping to get it finished before HL2 is out.

Thanks to mazemaster for the great cannon model.

[Updated] 13/06/04 - new download and screenshots


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0 starsPosted by 7dk2h4md720ih on Mon Jun 14th 2004 at 12:24am

He has his fov set to 120.
0 starsPosted by G.Ballblue on Mon Jun 14th 2004 at 12:20am

Gwil, you mean to tell that you didn't notice how his models JUST HAPPEN to be sticking out from the screen more than they should? I don't ever recall being able to see that much of either weapon... That's what I'm refering to.

Yippie Ki Yay!

[addsig]
0 starsPosted by Gwil on Sun Jun 13th 2004 at 11:20pm

G.Ballblue, ReNo is using the high definition models/textures pack (aka the HD pack).

It comes with Blue Shift if I recall collectly, although I think it's free to download as well
[addsig]
0 starsPosted by G.Ballblue on Sun Jun 13th 2004 at 11:10pm

? posted by Alien_Sniper

Apologies for the brevity, I've study and things to do. It's coming along really well and you've detailed the inside quite nicely. You could put some of the rugs from the tfc wads around the place for a little more colour.

Yippe Ki Yay!

Hey! That's mine! Take this!!

Reno, What did you do to your shotgun/assault rifle!

Yippie Ki Yay!

[addsig]
0 starsPosted by beer hunter on Sun Jun 13th 2004 at 10:55pm

? quote:
Hopefuly it is interesting ++ compared to the old one. I have tried to implement most of what was suggested.


imo those changes have improved it over the last version by a fair bit

? quote:
I didn't have enough r_speeds to put something in the middle of the courtyard,


Hmmm, a cannon or stacked up barrels or some other model would improve that area and keep the wpoly down. Anyways, its starting to come along nicely.
0 starsPosted by Crono on Sun Jun 13th 2004 at 9:55pm

This is looking pretty good.

Something I think that this map would benefit, even though it would only work on certain machines, from some pixel and vertex shader support. (Go here for the source, no binaries though )
I think this type of lighting would really add to this map, taking that almost everything is being lit by sunlight. [addsig]
0 starsPosted by 7dk2h4md720ih on Sun Jun 13th 2004 at 9:10pm




1. Texture misalignments on the windows and the doorway.



2. This didn't come out too well, not sure why it's not showing up on mine. I'm not on steam so that could be an issue.



3. It's a bit of a harsh transition here.



4. Another small texture error. I found loads but didn't take screenshots of them all.



5. The wood grain is in the wrong direction on the underside of this support beam.



6. The balls still have no texture.



7. More misaligned madness.



8. You might consider blocking off this window somehow as a lot of the inside of the tower is being rendered and when you're in the tower you can't really see anything out the window. You could insert some stained glass.



9. I think you could relieve the monotony of this area with a little grassy section like you have outside. And oh look what is that? Is it a castle ghost or a man shaped tea-stain on the wall? You decide! Press your red button to vote.



10. This is just being picky but those cannons would have a hard time aiming at anything from those holes.



11. This are looks really cool... except of course for the tree.

Apologies for the brevity, I've study and things to do. It's coming along really well and you've detailed the inside quite nicely. You could put some of the rugs from the tfc wads around the place for a little more colour.

Yippe Ki Yay!
0 starsPosted by 7dk2h4md720ih on Sun Jun 13th 2004 at 8:18pm

Looks far better already, downloading now.
[author]
Posted by scary_jeff on Sun Jun 13th 2004 at 7:40pm

OK, a new version is up. Hopefuly it is interesting ++ compared to the old one. I have tried to implement most of what was suggested. A few notable exceptions are that I didn't do any sounds yet, I didn't have enough r_speeds to put something in the middle of the courtyard, and I didn't find an amazing new wall texture yet. Pretty much everything else should have been done - don't hesitate to prod me if I left your idea out There is still one room that hasn't had anything interesting attempted in it - I'll see what everyone liked of what I did so far.

I have done one roof in a new texture and adjusted two others - any views on which is better would be good There are a couple of lighting errors. I am also open to ideas for a better tree model that isn't a million polygons - actually a tree in the courtyard would be feasable. r_speeds peak around 1000 now, but again I am confident of reducing these peaks by reducing overdraw - hopefuly to the low 800s.

Before you point out that I didn't get a new wall texture, please look at the map itself, as I think it feels more interesting than some screenshots look:







Sorry 56K, did the screenshots in steam so they are 32 bit and didn't compress as well.
0 starsPosted by Orpheus on Sun Jun 13th 2004 at 7:29pm

one of the best castle maps i have had the pleasure of being a part of.. <br> <br>i hope to see this map reach completion smiley
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