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Game: Half-Life: Deathmatch
Added Thu Jul 8th 2004

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This map has a discussion topic which can be visited here

My reluctant entry to the flatshading contest. The screenshots look pretty bad, I must admit, but as with the other flatshaded maps the looks change as soon as you see it in game - this map has the most intricate architecture I've ever made.

r_speeds hit 1000 but never too far above.


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0 starsPosted by Ferret on Thu Jul 8th 2004 at 8:13am

very pretty cassius
0 starsPosted by Campaignjunkie on Thu Jul 8th 2004 at 8:12am

Hey, you're using Glow-mod! Cheater!

Looks good anyway. But how are players going to walk around on it? I'd imagine I would be falling off every other minute or so myself.

[addsig]
0 starsPosted by Orpheus on Thu Jul 8th 2004 at 7:48am

some people would do anything to try out a new system [addsig]
0 starsPosted by G.Ballblue on Thu Jul 8th 2004 at 7:11am

Once again -- I thought they were bloody pictures! (that's a good sign) =D
0 starsPosted by G.Ballblue on Thu Jul 8th 2004 at 7:11am

Once again -- I thought they were bloody pictures! (that's a good sign) =D
0 starsPosted by G.Ballblue on Mon May 17th 2004 at 8:29pm

Once again -- I thought they were bloody pictures! (that's a good sign) =D
0 starsPosted by Jinx on Mon Apr 26th 2004 at 12:50am

love the brushwork, great work cass! I agree with reno, another color would help give it definition.
0 starsPosted by ReNo on Sun Apr 25th 2004 at 7:47pm

I really like the blue and white, they work really nicely together, though I feel a third shade (a light blue, most likely) could add a lot of needed definition to it. The tall blue only spires need another colour on them for sure, they look like a huge waste of polys since they are quite complex but none of that complexity can be made out (at least in the screenshots). Certainly some funky and original brushwork going on here though, good job so far smiley
0 starsPosted by The_6th_monkey on Sun Apr 25th 2004 at 7:39pm

heh you sure are lucky the contest ain't about r_speeds smiley
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