[map] DM_Tower Beta

[map] DM_Tower Beta

Re: [map] DM_Tower Beta Posted by Harlequin on Tue Jan 25th 2005 at 11:28pm
Harlequin
1 post
Posted 2005-01-25 11:28pm
1 post 10 snarkmarks Registered: Jan 25th 2005 Location: UK
This is a a discussion topic for the map "DM_Tower Beta" by Harlequin which can be found here

Map description:

The map is 1 large tower consisting of a multitude of floors, it is great for Dm and TDM. Lots of past paced action, similar to what you would find on a UT map. There is CQB and Long Range fighting taking place at the same time. But as the map is up and down it is hard for campers to stay hidden for a long time and sprayer just get shot down straight away.
This is still a Beta so i am updating every day, please email me any ideas.

Map screenshots:
Loading embedded content: Map #1714
Re: [map] DM_Tower Beta Posted by SparkyX on Wed Jan 26th 2005 at 9:41am
SparkyX
11 posts
Posted 2005-01-26 9:41am
SparkyX
member
11 posts 41 snarkmarks Registered: Jan 1st 2005 Occupation: Student Location: Hong Kong
Hello there Harleqium of HLFallout. It looks good so far in the screenshots. But I'll have to play it first before I could give some suggestions.
Re: [map] DM_Tower Beta Posted by Tarky on Wed Jan 26th 2005 at 12:39pm
Tarky
12 posts
Posted 2005-01-26 12:39pm
Tarky
member
12 posts 11 snarkmarks Registered: Dec 10th 2004 Location: Australia
Gameplay looks promising, due to the amount of different levels etc. However the architecture and texture choice is very bland and boring. Try spicing the map up, the current architecture would be poor even for HL1
Re: [map] DM_Tower Beta Posted by satchmo on Wed Jan 26th 2005 at 3:35pm
satchmo
2077 posts
Posted 2005-01-26 3:35pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Not only does the architecture look simplistic, it also appears to be structurally implausible. The heavy concrete stairs almost float in mid-air without any structural support. This really takes away the realism of the environment.

Unless it's the "magical" quality you're striving for, you have to build brushes like they're real buildings.