dm_amadi by Varsity

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Map Description

Didn't work out. I'd far rather abandon a map than release a poor one.

Set into an African cliffside above the Meddeterainian Ocean, Amadi is a striking mud brick settlement with plenty of Z-Axis action. Players will be encouraged to keep moving as ammunition is spread out across the map and often in areas that don't suit it's weapon. Amadi is currently in orangemap stages: basic geometry, developer textures, little to no detail, only one environmental light source, no cubemaps. It is purely for gameplay testing (best to get that sorted before you stick on the fancy stuff!) and will not stay in this state!

Discussion

Posted by Leperous on Wed Mar 2nd 2005 at 10:10am

One secret to getting people to download and try out your map is to help them with theirs in return! It's not all about screenshots, but your reputation as well... My advice would be to throw a bunch of comments at other people's maps here, and try again when you have a few more textures in there :smile:
Posted by Varsity on Wed Mar 2nd 2005 at 8:30am
[Author]

Like Myrk says the texture set isn't really appropriate to my style.
I'm going to import materials from other sources, but that's in the
future.

One things for sure though: I won't bother doing it this way again. I
didn't expect much of a response but there hasn't been any at all on
how the map plays - not that your comments aren't appreciated. :smile: I
guess you need it to look striking before people are interested...
Posted by Myrk- on Tue Mar 1st 2005 at 9:40pm

Actually the orange helps to get the form of your building sorted before you texture it, but tbh with the poor texture set in HL2, I find you have to build for the textures, not the other way round.
Posted by Leperous on Tue Mar 1st 2005 at 9:15pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Varsity</DIV>
<DIV class=quotetext>It is currently in orangemap stages: basic geometry, developer textures, little to no detail, only one environmental light source, no cubemaps. It is purely for gameplay testing and will not stay in this state!
</DIV></DIV>
I remember the pre-release statements all talking about how mappers would have to build their maps like this and then texture them when architecture was complete, but really, there's not much need to do this- save some time and start texturing from the outset!