Justice - DM by satchmo

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Map Description

Medium-size map for 8-10 players. It is my first multiplayer and Source map. The architectural design is inspired by the Santa Barbara Courthouse in California. It's a map that I started making with HL, but finished with the Source engine.

I converted this map into a single-player campaign. You can check out the action here.

...and justice for all.

Discussion

Posted by satchmo on Fri Jan 7th 2005 at 12:19am
[Author]

I need someone with web storage to post the final version of the map for me. I used to have an account with my college, but they've deleted my account recently (I graduated more than ten years ago, so I don't blame them).

Would there be a kind and generous person who lets me upload it to his/her site when the map is complete? Thanks in advance.
Posted by satchmo on Thu Jan 6th 2005 at 6:23pm
[Author]

The interior will probably look overly vacant in the final map, but I cannot afford to add more details. The frame rate is already abysmal as is (around 10 to 20 FPS). There are still quite a few furnitures to throw around though, so it will not be too empty.

I plan to add a buggy in the map so someone can drive it around while shooting with the mounted gun. However, the driver automatically becomes the prime sniping target from others in the building. :)
Posted by satchmo on Thu Jan 6th 2005 at 4:51pm
[Author]

I've never played HL deathmatch or HL2 deathmatch until last night, so I am still getting the feel of multiplayer gameplay. I need a lot of advice when I release the beta of Justice for download on the gameplay. I want to ensure that the play is balanced for each spawn point and no one has any unfair advantage.

I anticipate the release of the beta next week.
Posted by satchmo on Wed Jan 5th 2005 at 7:38pm
[Author]

I've successfully added a decent 3D skybox. The outside area looks less empty now.

I have to work this afternoon again, so I'll have to save the rest of editing until tomorrow.
Posted by 7dk2h4md720ih on Wed Jan 5th 2005 at 7:05am

I am also very sick from a cough and rhinorrhea (probably caught it
from the multitudes of sick kids I see everyday), so I am taking a
break from mapping for now. I am not staying up all night mapping this
week (like I've done last week).
Help me, I have Rhinorrhea! :sad:

User posted image
Posted by satchmo on Wed Jan 5th 2005 at 4:37am
[Author]

Thanks for all the suggestions. They are very helpful. I've spent some time today adding some trim and highlights to the facade. I couldn't get the 3D skybox to work properly. I'll try again tomorrow, after looking at some example maps by Valve.

I am also very sick from a cough and rhinorrhea (probably caught it from the multitudes of sick kids I see everyday), so I am taking a break from mapping for now. I am not staying up all night mapping this week (like I've done last week).

Instead, I'm staying up late to shoot antlions and Combines! :wink:
Posted by Vassago5kft on Tue Jan 4th 2005 at 4:26am

It looks like you're scaling the textures too large. It's giving them the look of HL1 textures. In CS:S, your texture scale should be 0.25.
Try that, it will look much better.
Posted by Myrk- on Tue Jan 4th 2005 at 2:48am

Try using some of CS:s' arch models to make your arches much better. Also use some column models. Needs more detail!
Posted by Cassius on Tue Jan 4th 2005 at 12:16am

The architecture needs trim and contrast, right now it's a bunch of shapes.
Posted by RabidMonkey777 on Mon Jan 3rd 2005 at 8:30pm

props_c17 ;o

It looked nice from what I could tell when I previewed it, I see you've made some changes since then...I'd suggest adding a pathway to the front entry and displacement-mapping the stone floor on the outside ever-so-slightly, unless it's like that in real-life.