Dm_Sanctum by insta

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Map Description

A small 1vs1 Deathmatch made in ~1 week. Textures by Evillair (e7.wad).

Discussion

Posted by Cassius on Mon May 10th 2004 at 3:53am

Well, Orph, there also weren't a great many castles built over a lava lake.

And Reno -

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Posted by Crackerjack on Mon May 10th 2004 at 3:23am

Don't notice many changes since I last played the map, but it is still looking awesome Insta, keep it up.
Posted by Orpheus on Mon May 10th 2004 at 12:26am

last time we all got this lathered over a map, we all were disappointed when we finally saw it in game..

i reserve the right to comment fully once i have the bsp.

pics are still droolage though :)
Posted by Orpheus on Sun May 9th 2004 at 10:11pm

Leperous said:
/blames insta for breaking the website by posting cool map pictures :razz:
(off topic)

you sure do appreciate the smooth loading of the pit, whenever the server borks..

all day, i have had pages loading in the 10's of seconds..

(back on topic)

i love a variation in textures, but for authenticity, i try to remind myself that sometimes castles didn't do this..

without having any other references than the posted screens, i say.. wait till you walk around inside yourself, before you dismiss the current configuration..

the screens look fine.. for the moment.

we can wait upon my official critique if need be :biggrin:
Posted by ReNo on Sun May 9th 2004 at 10:05pm

In my opinion the second of those r_speed shots only goes to highlight the need for a variation in textures. The architecture for the most part covers the texture repetition, however in this area there just seems to be too much brown brick. I'm not familiar with that texture set, but is there not perhaps a different patterned texture which would be suitable for the ground here, perhaps some non-uniform flagstones or something, like below...

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Posted by Leperous on Sun May 9th 2004 at 10:00pm

/blames insta for breaking the website by posting cool map pictures :razz:
Posted by insta on Sun May 9th 2004 at 8:51pm
[Author]

Hiya guys.

I did some changes in the map and took some screens with r_speeds. Inside the "cathedral" the r_speeds are actually around 750, but this will get lower once I optimize/replace some of the stuff with models.

The overall wpoly is around 5-600, with some hotspots up at 800 (!), in corners and such. Not really a problem, since it's a 1vs1 map.

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Added this last shot just for fun, check the wpoly :razz:

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http://img3.imageshack.us/img3/910/rspeeds3.jpg
Posted by wckd on Sun May 9th 2004 at 7:11pm

If I didn't know any better I would say I was looking at a Q3DM map, superb design. 5/5.
Posted by ReNo on Sun May 9th 2004 at 7:05pm

I never post screenshots of maps with r_speed readings - it really detracts from the scene to have a set of yellow numbers sat up in the corner. There is nothign to be gained by an author for lying about the counts, anyone can check them, so why doubt what a person says?

As for the rockwork - it looks fine cass, not every piece of terrain needs to be made up of hundreds and hundreds of polys. Texture misalignments? They are barely noticeable! I think its very harsh to complain r_speeds are probably higher than the mapper claims, and then say their rockwork is too simple :rolleyes:
Posted by Cassius on Sun May 9th 2004 at 4:35pm

Looks quite nice - however, many of us here are quite strict on our r_speed standards, so it's suspicious when we see a map like this without readings on it.

While the architecture is great, the rockwork is pretty simple, and has misaligned textures all over the place.