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de_inca

Map Vault > Completed Maps

map screenshot

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[More Screenshots]

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By Tetsu0 (See more)
10th May, 2006

Counter-Strike: Source
1.25MB - BSP
3123 views
665 downloads
9 comments

Last edited: 1st April, 2007

download

de_inca -- V 2.1 BETA
----------------------
Inspiration was drawn from both de_dust and de_aztec to create this defusal map. Players will have too keep on their toes due to many wide spaced areas, and vertical gameplay.

I will make changes/ additions based upon your reviews and/or forum posts. Notice its a beta, but technically, the map IS complete.

UPDATES::
Well i ported it to source. It only took me a year. Once again, i playtested it a bunch with the kids from my floor in my dorm so the layout was adjusted for team equality. Map still favors the terrorists a bit, but some maps do. I'm still working on the skybox, and this version only had a fast compile but i think it's about time people knew i updated this as i said i would.
more screenshots:

http://img512.imageshack.us/img512/2333/deinca000
6yf1.jpg

http://img512.imageshack.us/img512/742/deinca0004
bx8.jpg

another update soon hopefully

Comments

avatar Orpheus says: 10th May 2006, 22:50 PM
Just looking at the screen, perhaps you should have waited for more inspiration. Then again, screens are misleading.

*shrugs*
avatar srry says: 11th May 2006, 03:12 AM
Hate to say it, but I think you forgot to wadinclude the HL2 textures again ;) I can still play it though, I've got that WAD
avatar srry says: 11th May 2006, 04:03 AM
Ok, here's a list of things to improve.

- Get a new skybox. Look around on Wadfather for a new one, or just use one that came with CS (those are plenty good for this application). That desert theme really doesn't compliment it well at all.

- I would upscale the ground texture just a bit so it doesn't look too repetitive, and you'd save some w_polys too. This will help alot if you add more detail...

- Add more detail! There is little or no detail at all in the entire map, aside from the broken bridge thing and the curved stair trim (which I would barely consider detail). Put some stuff like grass sprites, signs of a dig going on (is there one?) or more decay. Hell, even a couple of crates would look good at this point. It feels way too bare.

- Put more effort into the texturing, maybe even getting some other ones that aren't included in the HL2 WAD (some of those just don't fit). I also noticed a lot of texture misalignments on the arches. Maybe you could replace those parts with new textures?

- Add a bomb site decal to the bomb spot.

- More cover. You can still have the wide open approach without making it an AWP-fest.

- The slope down to the water is too sharp, and doesn't look natural. Maybe make the slope more gradual? I can't really place my finger on why it doesn't look right.

- I didn't notice any ambience. Get some birds or cricket sounds in there, or anything else that sounds right.

- It needs some landmarks. I had a hard time finding my way around. Putting some detail in should clear that up.

This shows promise, and the layout is good, but you don't have much more than the base map down at this point.
avatar srry says: 11th May 2006, 05:15 AM
Erm, a few more things:

- You could make the flat, boring, ground mor einteresting if you made some terrain on it. Nothing fancy, just put some slopes here and there on top of what already exists

- Make the start locations more interesting. As it is, you can't tell them apart from the rest of the map.

- angle the walls back a little in places to give some variation in them.

- Put more supports under and around bridge bomb site. It looks really unrealistic the way those walkways are just hanging there.

I just noticed that you did put those leaves hanging down, which accounts for some detail. Put more stuff like that in and it could be great.
avatar rowleybob says: 11th May 2006, 13:41 PM
I still don't have the HL2 wad, so I can't open it right now:

"WARNING: Could not open Halflife2.wad"
avatar Archie says: 11th May 2006, 16:49 PM
take the HL2 textures you used and put them in their own .wad
avatar srry says: 11th May 2006, 18:02 PM
Or just -wadinclude them, as most do...
avatar Tetsu0 says: 11th May 2006, 19:07 PM
i dont understand why the -wadinclude isnt working, but ill definityly make sure after the next update. see this is the critique i needed.. tnx guys
avatar Tetsu0 says: 1st April 2007, 06:14 AM
SOURCE COMMENTS START BELOW THIS LINE =]
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