This is my second map for the source engine, It was designed for the purpose of fast gameplay in mind, which deathmatch does deliver. The purpose and sense of the map is just another scene in City 17 that has become under control of civil protection...
I am open to all criticism, which i know the people here really dish out. I would like that, so please give me some harsh comments. The latest update presents some screens of the final stages for the map.....enjoy!
I just got through giving this map a new host, so with a fresh new download link after 2 years, perhaps people will want to download.
Note: The map really isn't optimized as well as it should be, and therefore could run like crap on other's computers.
Please also note that this was only my second map for Source, and with that it is riddled with errors, but I thought perhaps people would want to see what one of my beginning projects were.
Well, its been a while since i've updated this page,...... Anywhoo,...i've updated the three new images showing the map at its final stages. I have added detail to windows that would be street level, and balcony level. Although, what kind of prop do those window template_building interior models need to be?,...i cant get mine to show...So instead i just indented the window reflective portion of it :razz: the map will be for release on the release date for public beta testing,...then i will make any needed changes, and release it for final!,....but until then, anything you see in these pics that you dont like, or dont agree with, let me know!,.....thanks again!
I agree with habboi, I never noticed that before actually, but overwatch doesnt use window templates, like the ones you see in the picture on the back cover of the Half-Life 2 retail box. Overwatch doesn't even have recessed windows or doors, which i dis differently. If there are any problems that you have with dm_overwatch, please tell me so that i wont make the same mistake as the proffesionals did. I was told that my buildings look a little blocky as well. I found this picture of another map that did something that i thought would be a nice remedy to my problem: Between each floor of windows, he extended a section of concrete out giving it a better perspective on depth. It made the building stand out a WHOLE lot more, (something that Valve didnt do) And if I understand you correctly, your talking about the window templates/building detail, the prop_static models right? I could just recess the windows in a little bit. Another thing (and why im thankful for posting here) was that i had NEVER realized that i had the name incorectly spelled, and yes, it should be dm_closequarters, which i had done in the beginning, but after retyping it, just never occurred to me of the incorrection, Thank You! As far as whether or not the name is appropriate,...I believe the name is very appropriate, as far as the buildings go, there are plenty of tight spaces to be fighting somone in, and also where all the weapons are placed, and if all you notice about the map is the larger outside area, then you could take the name to be appropriate in the sence of irony...Thanks for the crit once again!
But if you made ALL of them 3D, framerates in particularly built up
areas would be horrible. For street level windows, yeah it is nice to
add some 3D stuff to them, but to do it for them all would be madness.