de_inferno2

de_inferno2

Re: de_inferno2 Posted by Madedog on Fri Jun 10th 2005 at 2:53pm
Madedog
487 posts
Posted 2005-06-10 2:53pm
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
The sequel to a popular map de_inferno.

I picked out the most played maps of all times (such as dust, dust2
etc) and combined them into one, strategically good and fun to play.

The architectural part is complete, yet again, it needs to be detailed.
Couple of houses are done as we speak, but there is lot to do. I'll
keep you posted.

In the meanwhile, you can check out the screenshots (they suck, I know, but it is just a beginning).
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: de_inferno2 Posted by $loth on Sat Jun 11th 2005 at 1:06pm
$loth
2256 posts
Posted 2005-06-11 1:06pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
well it's too early to tell, but that space needs to be filled, wether
it's a small house, or something like the market in cs_italy.
Re: de_inferno2 Posted by Madedog on Sat Jun 11th 2005 at 3:50pm
Madedog
487 posts
Posted 2005-06-11 3:50pm
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Yes, everything will be filled. Either with props or something like that. But it will be.

I try to make some parts of it similar to old inferno. I have a bunch
of screenshots in hand to look at those and fix if something is bad.
Also, I will make the streets a bit more wider, the Source Inferno
was... ugly, with its tiny little streets and so...If you had a bigger
team, you collided it half a time! I try not to make the same mistake
in this map.
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: de_inferno2 Posted by Addicted to Morphine on Sat Jun 11th 2005 at 10:34pm
Posted 2005-06-11 10:34pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Well -- since you're making a map with the same name and theme as an
official one, you're giving yourself a big challenge. Your map is
going to immediately be compared to Valve's inferno, so you better do a
great job with aesthetics and gameplay.

Good luck!
Re: de_inferno2 Posted by Dietz on Sun Jun 12th 2005 at 5:10am
Dietz
101 posts
Posted 2005-06-12 5:10am
Dietz
member
101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
While I see it as excellent practice to remake maps/architecture to learn how to manipulate brushwork, I do not think its necessary to release your version as a sequel... This is definitely the case here
Re: de_inferno2 Posted by Madedog on Sun Jun 12th 2005 at 10:09am
Madedog
487 posts
Posted 2005-06-12 10:09am
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
It is not a remake it is a sequel.

As for Morpheus' opinion, I know. I took a lot of time to time the
gameplay. I calculated everything by a millisecond!!!, the timing is
VERY exact here. I took the most popular maps and analyzed why ppl
liked them so much. Then took them together to make a good assault
plan.

But yes, the architecture is the other problem. I try to make it look good (believe me, i won't release it before it is GOOD :biggrin: )

So... I try to make REAL good work with it... I want this to become the best map I've ever created.

(and if I'm lucky, it might be even announced as an official CS: Source map by Valve :wink: )
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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