Open, spaceous bases for smooth offense play.
2 bottlenecks for first line of defense.
One with 2 entrance routes (upper level + ramp) and 1 exit route towards fr.
One with the main ramproom as entrance and 2 exit routes (T-junction and airlift) towards fr.
also i'm not really sure which room seems a tad empty to you, care to point me to the relevant screenshot? bear in mind that i can't add panels or bars everywhere: not only to keep fps above the fps of the standard hl2dm maps, but i also want a kind of balance between rough (concrete) and crisp (panels/bars).
I have a problem with the texturing, however. It's too gray and there are big brushes without any structure or something the eye could hold on. That causes some of the rooms to feel a bit empty.
Posted by G.Ballblue on
Wed Jan 10th 2007 at 3:45pm
That red-striped-concrete-wall-texture looks a tad overused. Apart from that, it's quite nice looking :smile:
Looks pretty styled. :smile: Especially the outside looks very impressive. The inside looks more like some basic hallways, but with stylized architecture, but I guess that kinda works for such a map.
You could turn some of those things into models, easier reuse, smaller file, better performance, less limits to worry about, less control over lighting though. Just an idea. :smile:
BlisTer said: if you'd check the profile of that competition room you'll see that i already said back then that i would turn that into a full blown FF map :wink:
God dammit man, I slept once or twice since then, You don't expect much do'ya. :heee:
I'd consider it damned lucky that I recall anything around here Bister.