This is, I think, my best DM map to date. It is a nuclear waste processing facility located on a mountaintop. I have paid particular attention to layout, and keeping my R's down while deliver excellent visuals and a dynamic environment.
Weapons are fairly heavy, but all of the "big ones" are either difficult to obtain or hidden. I would suggest a player load of around 4-6 people.
r_speeds average around 800-900, but have a few peaks around 1100. Know issues include:
A weird star-like thing at the center of the main waste pool. Some instability due to maxing out on edicts if all of the env_shooters go off at once. I will need to reduce their number for the final release.
A bity dark, but those cliffs look great, although the water looks a bit to light, its fell greenish but the rocks under it are very dark, try to simulate the radiation wiht some green point lights.
keep it up, im very curious!
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Oh yes, in case no one recognizes it, that rock texture I'm using was made by Cassius.
Posted by scary_jeff on
Fri Oct 8th 2004 at 11:18am
You have to add a map to your profile first, then you have the option of starting a thread about the map.
Posted by Pvt.Scythe on
Fri Oct 8th 2004 at 10:37am
Is it just me or does that map look a bit too dark(and brown). Those "goofalls" are looking good. ...and then a small and maybe stupid question: How do you start a thread like this(for your map I mean)?
Posted by scary_jeff on
Fri Oct 8th 2004 at 10:17am
I love the green goo waterfalls. Te rocks in shot 4 look great, and shot 4 looks good as well - I think you could increase the intensity of those red lights though. I know it's the same old advice, but if those white lights aren't light_spots already, add them, and if they are, make them a bit stronger.
I can host a map or 3 on my ISP space - but surely everyone here who has an ISP has at least ten megs of their own ISP space? You could get lucky, some give you up to around 200 megs I think.
I like it. Good to see you continue one of your favourite themes - flowing fluids. Careful with the r_speeds though; unless you have some VISblocking planned, they are likely to go up rather than down before you finish the map. Some places may be just a bit too open. Also, the red and green are fine separately, but together they can look garish. The large square metal texture looks bad when misaligned or applied to walls that are too small for it. The thin rock arches (or are they metal? pic1) lack the convincing structural weight of your corridor detailing.
First 2 pics don't look terribly good- get new textures for a start :/ Though I like pics 4 and 5; might be worth trying to put more details (pipes, machinery, wires etc.?) in the latter.