BrokenPalace:Source by Finger

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Map Description

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.

Discussion

Posted by Captain P on Sat Dec 3rd 2005 at 10:39pm

Nice looking map, Finger! It could do with some more prop models, but it looks well on it's way.

Watch out for the fog though, it can make some objects appear game-esque rather than enhancing the real feeling of the map.

The broken wooden floor has some wooden planks lying around, but they
look really brushy, square. Using models with some finer splinter
detail would be a nice touch.

Looking forward to this one. Keep it up! :smile:
Posted by fishy on Sat Dec 3rd 2005 at 10:27pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Finger</DIV>
<DIV class=quotetext>Orpheus?</DIV></DIV>

a rose, by any other name, still smells as sweet...

:lol:
Posted by Finger on Sat Dec 3rd 2005 at 8:20pm
[Author]

Orpheus?

I've made the screens a little lighter.

I seem to recall that that was due to an excessive amount of dedicated personal time from certain Snarkpit members

Very true.... all of which were highly credited and appreciated. The same will happen for all of the input I receive this time. I was in no way trying to disregard any of those people with this post.... is that the way you perceive it?

<DIV class=quotetext>As for screen #2. My only comment so far is, It strikes me that most oriental settings have subdued lighting. Will yours be so harsh or do you plan on some future compile setting to shade it a bit? I like the lamps, but there is to much light on the ceiling. Ceilings tend to look better in deeper shadows.</DIV>
<DIV class=quotetext> </DIV>

Yeah, all of this is very much up in the air right now. I'm just trying to get the texture scheme and new areas banged out, then I'll focus on the more subtle elements of the map.
Posted by Underdog on Sat Dec 3rd 2005 at 2:39pm

This is a remake of Broken_Palace - my most successful Halflife 1 map. Sofar
I seem to recall that that was due to an excessive amount of dedicated personal time from certain Snarkpit members. I have searched, it seems in vain, for the alternate image links. Could you please show me where they are exactly?

Posting 300+k images is one thing, not posting alternative ones is something else. I realize that 300k is a personal decision on your part to pose your map in the best possible light, but posting 56k friendly screens would broaden your perspective information sources.

I doubt anyone here would discriminate against homosexuals, or race, but it seems everyone is hell bent to do so against dial up users.

Please set an example Finger.

As for screen #2. My only comment so far is, It strikes me that most oriental settings have subdued lighting. Will yours be so harsh or do you plan on some future compile setting to shade it a bit? I like the lamps, but there is to much light on the ceiling. Ceilings tend to look better in deeper shadows.

Thanks in advance.
Posted by Minotaur0 on Sat Dec 3rd 2005 at 6:57am

Really nice job. I dig the colors and the atmosphere.
Posted by Nickelplate on Fri Dec 2nd 2005 at 12:33am

You got some texture aligning to do for more realism. and don't forget the cubemaps. but it looks like a real winner! :smile:
Posted by fraggard on Thu Dec 1st 2005 at 3:40pm

Good work Finger! As always, very exciting stuff. I hope it's as playable as Broken Palace was...

The cliffs look a little lopsided... They seem to be very dense on the
right side of BP_Screenie5.jpg and almost none on the left.

Also, you may have overused the boxy light fixture (like the 4 in BP_Screenie6.jpg)
Posted by Addicted to Morphine on Thu Dec 1st 2005 at 2:42am

Morphine - that's a great idea (weapon layout tutorial). I'll
definately do one of those, as it's one of the less covered topics but
can make or break a level.
Ah, I'm glad you're taken with the idea! A lot of people focus on
where they put the RPG and maybe the Magnum, but it seems they don't
put too much thought into the other weapons....
Posted by Finger on Thu Dec 1st 2005 at 1:42am
[Author]

Morphine - that's a great idea (weapon layout tutorial). I'll definately do one of those, as it's one of the less covered topics but can make or break a level.
Posted by Addicted to Morphine on Thu Dec 1st 2005 at 1:20am

As you know, I'm definitely definitely interested in seeing that rock
tutorial (Sometimes I wish there was a tutorial request feature here at
the Snarkpit).

I won't be able to playtest when you put the download up (because of my
computer here at college) but I'd love to take a peek at some more
screenshots. If you happen to have any time, maybe you could post
some more.

Also -- would it be possible for someone to do an overhead layout with
weapon placement? I've always wondered about the theory behind
weapon placement for DM.