dm_fuzbeam by Belgarion

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Map Description

Ok. It's "playable", as in there are spawns and items placed through the map. Whether you will be able to play it or not.. I don't know. It hardly runs on my computer. I think this map will fall into the same pit as dm_neon. I'll plan the next one a little better.

btw, go to the center control panel in the control room and use the button. it turns on the beam. the beam doesn't kill you yet, and doesn't spray fuzballs all over the place yet. i'm not sure if it will be possible even. cross your fingers.

Discussion

Posted by Captain P on Tue Nov 15th 2005 at 3:07pm

Looks good. You've got a nice style going on and some very good textures there.

One thing though: I think the map relies too much on its textures and
brush-architecture. Add some details now and then, prop models (custom
preferrably to keep up that distinct style). Without them some area's
feel a bit too empty and flat.

Nevertheless, the style and theme look good, it needs some more work on
the smaller stuff but the overall structure is there already. Keep it
up! :smile:
Posted by Belgarion on Tue Nov 15th 2005 at 2:55am
[Author]

Last night and today I worked on a 3d skybox that really makes a difference, and I'm pretty happy with it. Here are a few shots.

... I feel so dirty. I'm using image shack.

http://img268.imageshack.us/my.php?image=dmfuzbeam111405x00018qh.jpgUser posted imageUser posted imagehttp://img50.imageshack.us/my.php?image=dmfuzbeam111405x00022nx.jpg

and a pic without the hinderence of a window.

User posted image

I've also added a lift

User posted imageUser posted image
Posted by ReNo on Tue Nov 15th 2005 at 1:24am

I had a run about and I liked it - felt very different to the typical
HL2 maps doing the rounds. The specularity/reflections were perhaps a
little bit over done - there is a lot to be said for subtlety - but it
did give it a very untouched and sterile look which I guess you were
going for. There were a few visual issues such as obvious seams between
the hugely specular materials (where two of the same materials met, the
reflections sometimes didn't line up and left an awkward seam), but
nothing terrible. The custom environment map was pretty funky - first
time I've really seen one based on a map interior pulled off so well
actually - but a 3D skybox could probably have done the same thing more
convincingly. The map seemed like it would play ok, though the
repeating texture set and similar architecture throughout made me think
it might be a bit easy to get lost. It's not a big map though which
might mean that's not a big problem.
Posted by KoRnFlakes on Sun Nov 13th 2005 at 6:25pm

It looks very creative & unique. I'm quite impressed by this map tbh, I will go try it out later tonight.
Posted by BlisTer on Sun Nov 13th 2005 at 5:55pm

as i said, it's really my cup of tea. very nice work. looking forward
to playing it. maybe not enough shadows (3rd screenshot) or
contrasting-colour-lights but now i'm being picky :smile:
Posted by ReNo on Fri Nov 11th 2005 at 7:53pm

I really like it judging by the screenshots. My urge to check it out in
game is only outweighed by my lack of time to do so. Rest assured that
I will be later :smile: