Melawan by Forceflow

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  • added Fri Jan 12th 2007
  • updated Fri Jan 12th 2007
  • more content for: Counter Strike Source

Map Description

I know the middle-eastern setting has been done a billion of times before (dust-like maps tend to be popular and widespread), but I'm really doing an effort to use original architecture.

(09/08: Updated screenshots)

I'm now working on basic architecture and lay-out of the map, details will be added later on.

I'm such a slow mapper.

Discussion

Posted by Forceflow on Tue Jan 4th 2005 at 7:12pm
[Author]

Lep's tut said this:
First of all, create a few reference objects- such as a large building
or two. It is sometimes a good idea to select the buildings and walls
that surround your map to use as a reference too, so that anything we
build does not "overlap" with what's in the level, and so you can get
scales correct. DO NOT use displacement mapped surfaces as these cannot
be scaled down.
I don't want them to be huge :razz: Of course, I could try and make a very small set of dunes, but I'd prefer another way.
Posted by ReNo on Tue Jan 4th 2005 at 7:10pm

How did you reach the conclusion that the 3D skybox doesn't support
displacement surfaces? As that conclusion is wrong :smile: I'd probably do a
combo of buildings, walls, gates with roads through them leading out
into the desert, etc...
Posted by Forceflow on Mon Jan 3rd 2005 at 10:33pm
[Author]

So, replaced the ramps by stairs. Looks better now. I also cut the sidewalls a bit, because they also had that "rampy" look.
Posted by Forceflow on Sat Dec 25th 2004 at 2:21pm
[Author]

Lol Orph. I might replace them by stairs ... but they look so smooth. :-) ^^

And I'm far from a gifted mapper. Merry Christmas anyway !
Posted by Orpheus on Sat Dec 25th 2004 at 2:16pm

Force, ramps, in an HL2 driven map? :(

you can do better. hell, i could do better, and i know you are more gifted than i am.
Posted by Aniland on Sat Dec 18th 2004 at 12:11am

Nice layout, and very smooth
Posted by Junkyard God on Sat Nov 20th 2004 at 8:56pm

Ooh well, i'm looking forward to playing a new map, the maps in css are getting a bit dull :)

and yours is so far looking quite nice :)
Posted by Forceflow on Fri Nov 19th 2004 at 5:32pm
[Author]

The parts of the wood not supported by those other wooden pillars is, indeed, breakable.
Posted by Junkyard God on Fri Nov 19th 2004 at 12:45pm

It looks pretty neat but,
is the wood in image 1 beakable??

if so, bon't make it all breakable, becouse it's mess up css gameplay seriously i think, becouse people would be able to just let other fall to death and just get up to a spot and make sure no one can follow,

but it looks good :)

only the textures are a bit odd , but that will probarbly improve with the map :)