[map] de_knight

[map] de_knight

Re: [map] de_knight Posted by Frips on Wed Dec 21st 2005 at 10:29pm
Frips
1 post
Posted 2005-12-21 10:29pm
Frips
member
1 post 10 snarkmarks Registered: Dec 11th 2005 Location: United States
This is a a discussion topic for the map "de_knight" by Frips which can be found here

Map description:

Knight Valley - Bomb/Defuse
by Matthew Roosa (a.k.a Frips)
After the Discovery of the unique Knight Valley Castle buried within the mountainside it was built into, Davis International, one of the worlds leading global corperations offered to fund the restoration of what was dubbed one of the most important architectural finds of the Twentieth century.

Terrorists: Davis International has been using the restoration as a cover story, using the area to store weapons and dump hazardous waste without reguard to the environment. As part of the local militia You must either destroy the weapons cash located at the entrance to the oldest part of the castle, or destroy the courtyard and entrance to the building housing and taking part in the dumping.

Counter-Terrorists: It is reported that a local militia group is planning on disrupting Davis International's efforts on restoring the Knight Valley Castle. It is believed that the terrorists are targeting supplies and Davis International's on site base of operations. Protect the supplies and surrounding community and eliminate the terrorist threat.
Thanks to anyone who plays this and offers or has offered input.
Updated 12-9-05
Now 64 Spawn Points
Slight improvement to the layout
Optimized Map, should improve FPS
Custom nav file, should improve bot reaction

Map screenshots:
Loading embedded content: Map #2381
Re: [map] de_knight Posted by Paladin[NL] on Thu Dec 22nd 2005 at 7:12am
Paladin[NL]
157 posts
Posted 2005-12-22 7:12am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
The amount of textures you used (or not used) makes your map way to flat. Get some more different textures on some buildings I guess. The displacements also could use a final touch because they don't look all that natural
Re: [map] de_knight Posted by Glenn on Sat Jul 15th 2006 at 4:25pm
Glenn
4 posts
Posted 2006-07-15 4:25pm
Glenn
member
4 posts 30 snarkmarks Registered: May 5th 2006
He's right there werent used much different textures...and the rock/grass blend texture on the side of the map really doesnt fit in with the environment , but on the other side the structure of the map is really really good wich makes it one of the best custom maps ive ever played...