[map] dragonfire

[map] dragonfire

Re: [map] dragonfire Posted by ChemicalBurn on Sat Feb 26th 2005 at 10:26pm
ChemicalBurn
8 posts
Posted 2005-02-26 10:26pm
8 posts 61 snarkmarks Registered: Dec 8th 2004 Occupation: Candy Cook Location: Canada
This is a a discussion topic for the map "dragonfire" by ChemicalBurn which can be found here

Map description:

Battle to carry your team?s flag to the enemies? capture point as you?re surrounded by a beautiful landscape of waterfalls and cliff sides. This map has a large array of conc jump possibilities.

Map screenshots:
Loading embedded content: Map #1812
Re: [map] dragonfire Posted by ReNo on Sun Feb 27th 2005 at 4:42pm
ReNo
5457 posts
Posted 2005-02-27 4:42pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
The scenery in the first shot looks pretty interesting, but elsewhere it comes across as rather blocky and simplistic. Perhaps you could have added additional landscape features above the current ceiling line but kept them inaccessible - rock spires, arches, etc... Of course this is HL1, and I've no idea how well the maps runs with what there is, so I'm possibly being unrealistic. In the second screenshot it looks like you have some sort of flame sprite on the bridge ends, but they aren't fixed axis sprites and so rotate with the player, looking awkward.
Re: [map] dragonfire Posted by parakeet on Sun Feb 27th 2005 at 5:22pm
parakeet
544 posts
Posted 2005-02-27 5:22pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
Only one thing i see right now is about the water on the 1st 2nd and 3rd pic, make em Func_water and change the fx_amount to be like 90 , so its clear

Oh an orph i agree, Jez i know most of us here have used, or still use dial-up and it really does make a large difference ^_^.