Warehouse by Archaic

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Map Description

Conversion of q2dm8.bsp by id software using original Quake 2 textures.

Discussion

Posted by Night-Wolf on Sat Nov 27th 2004 at 6:32am

Haha cheers nikelplate im working on the details now, the pictures are mainly of the basic setup, hopefully will have an update soon:)
Posted by Nickelplate on Sat Nov 27th 2004 at 4:54am

Looks like it would be good with some light fixtures and less repetition in the textures. And if there was not so much empty space. I know you'll fill it, but it also doesnt look like a real warehouse. OOO And add some air vents EVERYONE LOVES AIR VENTS!!! Seriously, add some air vents... ones that go to secret rooms and stuff.
Posted by Night-Wolf on Fri Nov 26th 2004 at 1:11pm

Im basing it on a real life place so its nearly as big as that, i wanna see what the Source engine can run:D
Posted by Orpheus on Fri Nov 26th 2004 at 2:38am

Just because it can be big, must it?
Spend some time,concentrate on quality, not mass.
Posted by Night-Wolf on Thu Nov 25th 2004 at 11:02pm

Cheers for the input guys, im mainly just learning how to use Hammer and the various techniques. Im sure alot will change as I go along but will update the pics as I go.
Posted by Jezpuh on Thu Nov 25th 2004 at 10:49pm

Ouch, it seems rather empty. Good luck on filling all that.
Posted by Captain P on Thu Nov 25th 2004 at 10:00pm

Well, very early stage indeed. There's a lot of things to change, as the rooms look very cubic, the architecture doesn't really resemble a real-life warehouse. It's good to search for some pictures of warehouses and to play trough some HL2 levels again while taking screenshots, it can help you define the architecture and overall feel of this map.
Lighting requires a lot of changes too, plus you should add some light fixtures, light doesn't come from nowhere.
Those frames inside look really strange. Again, reference pictures can help here.

It's obviously just a first try, so I wish you good luck on refining it.
Posted by Biological Component on Thu Aug 19th 2004 at 10:32am

Fun like the original, and a swell job this is!