dm_tribute by mfg

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Map Description

This is my Tribute to HL2.
(inspired by DvS's dm_agora (click))

A space-located map completely made of displacement maps. Very fast Deathmatch ... !

I just made have a compile with different perfomance improvments which took 52 hours to compile ... non of the improvements worked ... so i'll just add some more occuluders and then the map will be released !

BETA RELEASE:
Map has still some bugs (cubemap-placement/performance/weapon-placing) but here is Beta one to for you guys to play around with it ...

Discussion

Posted by Juim on Mon Jan 24th 2005 at 12:56pm

I cant get the map to run right,and forgive me for being such a noob, but there was no text file with the zip. Where do I put the skybox files?. I tried creating a folder called dm_tribute, then just tribute, then no folder at all, just placed them in materials, but I still just get the endless mirroring when I run around the map.Looks trippy,but I cant tell untilI get it installed right.
Posted by ThisDealer on Mon Jan 24th 2005 at 11:01am

Good map m8 bit q3 stily but could be fun
Posted by mfg on Mon Jan 24th 2005 at 10:11am
[Author]

Well i like the lambda to hurt people ... that hopefully prevents them from camping at the rocket launcher ... but maybe i'll change the lambda from func_rotate to a physic-entity ...

you said that some platforms have bugs ? please send me some screenhots i have no idea which you mean !?
Posted by 2dmin on Mon Jan 24th 2005 at 9:19am

It feels great, once it's released I'm going to play it with my friends :)
I never play hl2dm, but this map looks -great- for gameplay, so it might give me a reason to play ;)

I reckon just make the big lambda sign not kill you when it touches you, that's kinda annoying - and fix those bugs with some of the surfaces of the platforms :D
Posted by cbk on Sun Jan 16th 2005 at 11:11pm

Lol, very cool and well done. I wanna play it ; )
Posted by ReNo on Sun Jan 16th 2005 at 8:56pm

I think I'd need to test it to see how the flow works, the screenshots are quite confusing and busy which makes it hard to picture the connectivity. Are you planning on releasing a beta version at some point?
Posted by mfg on Sun Jan 16th 2005 at 8:37pm
[Author]

Oh Reno,

gravity is normal ... most platforms are close enough and some parts are coverd with invisible surfaces ... so there is no need to jump on that map ...
Posted by alba on Sun Jan 16th 2005 at 8:31pm

Wow, nice work there, yep platform was completely original as a concept this one is in the same way but its not quite the same, anyways. I like, keep up the good work!
Posted by mfg on Sun Jan 16th 2005 at 6:06pm
[Author]

Well the techniques i could use are perfectly shown in dm_platform from DvS ... but my map concept is completly different ...
Posted by ReNo on Sun Jan 16th 2005 at 6:02pm

Get your idea by this map by any chance? :P

http://www.mapcore.net/forums/viewtopic.php?t=1867

Its very novel, but doesn't looks like my sorta map from a playability point of view. I take it you have lower than normal gravity in order to allow players to jump around the unlinked platforms?