Re: [map] dm_pueblo
Posted by reaper47 on
Sat Jun 20th 2009 at 11:29am
Posted
2009-06-20 11:29am
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
Holy. Crap.
Those screenshots make me drool. I'll give it a try right now.
Re: [map] dm_pueblo
Posted by haymaker on
Wed Jun 24th 2009 at 4:23am
439 posts
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Registered:
Apr 1st 2007
Location: CAN
thanks for comments all, 'sappreciated
ATM mulling over redesigning the gameplay in the rpg zone a bit to limit the camping in teamplay, any ideas out there?
Re: [map] dm_pueblo
Posted by **Dedi** on
Thu Oct 1st 2009 at 3:58am
284 posts
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Registered:
Dec 21st 2004
Location: Melbourne, Australia
Haven't played it yet but it looks very very nice. I have to ask you, since I'm making a map that I want to have a similar feel, are those textures you used regular textures from Source, or did you import them? Because they look exactly like the textures I want for my map, wild_west, but I've used other, less accurate textures for my purpose.
Also, thanks for giving me the idea for what style of cliffs I should have around my map, because I plan on completely destroying my surrounding cliffs and rebuilding them with Source, as I've imported them from the HL1 editor.
Re: [map] dm_pueblo
Posted by haymaker on
Thu Oct 1st 2009 at 11:13pm
Posted
2009-10-01 11:13pm
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
thx Dedi. To answer your query the exterior wall textures are all imported from the cncr pack with a few modifications to colour. The sand and red rock I think I got from css and made a blend out of them while adding a bumpmap. Most interiors are painted with stock hl2 textures.
I wasnt entirely happy with the way the cliffs turned out, partly because of the deadline. You can see better reference examples in the readme.