This is a remake of Broken_Palace - my most successful Halflife 1 map. Sofar, the theme is really shining with the new layer of 'next gen' polish I am able to apply with the Source engine. I'm currently creating new textures and finalizing layout changes. Playtesting should begin soon.
i really can't tell you how greatful i would be for you to finish this
map soon. I'm involved in dm big time. If it is as sweet as it looks in
the screenshots, there would be a ton of people playing your map. I
think DM commun. is growing because many new clans are popping up
lately.
I'm sorry. I really should get back to work on this. I kind of dropped my multiplayer maps recently to focus on a personal singleplayer project I am more interested in. It's sort of disheartening seeng only a handful of people playing the game I'm making it for, and even fewer playing custom maps. But.. I forget that there are people who actually look forward to this map, and now you've made me feel all guilty.
I wouldn't dream of letting anyone else take on this project, but I think I will put some time into it and bust ass to get it released. Hell, with HlDM:Source being released with Aftermath (episode 1), there might be a boost in the DM community.
Youre right on both counts. I definately plan on sculpting the rocks more. Also, the floorboards will get a whole facelift once I get around to them. The map geometry was literally imported from HL1 and retextured, so little bits like that need to be reworked for more realistic scale.
Finally, I had time to look at those screens. Not that they were still to big or anything I just have been busy and... forgot.
Anyway, your maps tend to go for realistic, or relatively realistic so my only two comments presently are this:
Japans mountains and rocks are much to young to be so rounded. The peaks and canyons would be much steeper assuming this setting is in Japan. I would try to make the rocks more severe and jagged if possible.
The flooring. Most notably the broken pieces are much to thick. Floor boards are at most 1/2 inch thick. Well I only know about American flooring but I assume that its fairly approximate everywhere. You look like you have a bunch of broken 2x4's laying around.
Wish I could say more but I seem to have better feelings for maps from the inside. Screenshots do not really show a map well because the author tends to show the best areas in them.
very true Fishy... I actually fired up Softimage last night and started learning the program. I'm very proficient in 3DsMax, sort of proficient in Maya, but clueless with Softimage...anyway, I'm working on a lamp model right now. I'm thinking about going all out and creating quite a few custom models for the map.
the textures look good, and would look so much better on more interesting surfaces. the paper lamp texture should be on a nice little model. the simple cube that it appears to be on at the moment reminds me too much of how an hl1 lamp would be made. again with the tall wooden support beam things. they're too straight. if the surfaces were a little more interesting, ie displacement surfaces with just a little bit of shape, that would break up the harsh straight edges, and make the texture appear more organic. making some of the roofs into displacements with minor variations could also create that general straightness but overall ricketyness that you'd expect from one of those roofs.
Actually, you can see most of those textures in the screenshots I posted. Once I release a playable beta they can be better assessed. They look pretty good to me, ingame, though there is always room for improvement =D