dm_crete

Half-Life: Deathmatch HLDM
dm_crete by Rimrook
Posted 19 years ago2005-09-02 11:42:40 UTC • Completed • Half-Life: Deathmatch
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Name
dm_crete
By
Rimrook Rimrook
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP, RMF/VMF
Created
19 years ago2005-09-02 11:42:40 UTC
Updated
19 years ago2005-10-25 12:14:24 UTC
Views
6887
Downloads
1231
Comments
17
Rating
4.29 (7)
Reviews
0
full star full star full star full star half star Download (247.2kb)

UPDATE: .rmf is now included.

This map is made using only one single texture and no angles... Besides the lights. I didn't check the R_Speeds so i bet they are murder. It performed fine on my PC. I know it's blocky, it's supposed to be.

~Enjoie!

17 Comments

Commented 19 years ago2005-09-02 12:12:54 UTC Comment #8820
It looks awesome!Like the snark :)

:downloading:
Commented 19 years ago2005-09-02 12:32:06 UTC Comment #8822
Smartly done

+Architecture
+Using 1 Texture
+Lights
+Weapon Placement

but i didnt like the gameplay somehow,it looked pretty boring to me with 1 texture.
Commented 19 years ago2005-09-02 12:54:40 UTC Comment #8824
+ Architecture
+ Light
+ Weapon placement

+/- Gameplay

- 1 texture
Commented 19 years ago2005-09-02 13:00:22 UTC Comment #8825
Mark it correctly!
Commented 19 years ago2005-09-02 14:04:29 UTC Comment #8827
Heh,, look at the snark..

Nice map though! :)
Commented 19 years ago2005-09-02 14:23:56 UTC Comment #8828
Nobody plays detailed ,high quality custom maps in CS!
Commented 19 years ago2005-09-02 16:58:20 UTC Comment #8829
Quite nice!
Even though it uses one texture, the important thing in this map is lighting. Different colors and contrast supply the richness and variation that in other maps are done with textures.
It kind of reminded me of my map "Floating Point" in that sense :)
There are nice jumping puzzles, some of them similar to things you can find in the first Tomb Raider. Gameplay would surely be affected by this, sometimes negatively as you would often get killed while doing some careful jump...
R_speeds are indeed very high, but these days we dont really notice. The light_spots placed under each item might be too numerous, but I remember when you told me about the difficulty to find things in my map "Guardian".
Some brushes should definately be func_walls, but this is still a very nice map.
Commented 19 years ago2005-09-03 04:15:38 UTC Comment #8834
very very cool lighting and a smart idea using only 1 texture.

but with only one texture there is only one question... why?
Commented 19 years ago2005-09-03 12:19:58 UTC Comment #8843
ok... if i release the RMF, will you guys texture it? be my guest.

Made in 2 hours just for pure enjoyment, try it sometime.
Commented 19 years ago2005-09-06 08:01:19 UTC Comment #8896
on another note, this isn't meant for alot of people. maybe 2 - 6 at the most. With less people, there is less chance to get fragged while going for the long-jump.

"but with only one texture there is only one question... why?"

I noticed that i try very hard to crispen up my textures so they look sharp and detailed, but they look blurry all of the time and i seem to never be satisfied with the result. However, the single texture idea frees up the tediousness of adjusting textures, making textures, making it try to look right with textures, etc. the element of that was taken out in this map, and utilized the sharp edges of the archetecture to define the detail as well as the contrasty ambient lighting. It was fun to ignore the textures and have some fun mapping for a change. it didn't feel like work and it tuned up my brushing skills in terms of design. I did notice that people don't get detailed with small brushes and edges very often, but this adds so much flare to a map in terms of detail. So many people are worried about their map looking good that the basics of design are being forgotten. I would gladly suggest everyone at TWHL to map something like this, it's a very good excercise for source and non-source mapping alike. Don't worry about the r_speeds too much either, just keep them under 2000 :P
Commented 19 years ago2005-09-06 09:17:49 UTC Comment #8898
And yet another feast for the eye by Rimrook....
Review:
****************
+ Architecture.. That's what made the map look good with only 1 texture everywhere.
+ Lighting. Gold. You actually managed to make a map with one texture look good with great lighting..
+ Layout. It was ok. Lots of spots to jump on, hide in..
+ Gameplay. Great. Great wpn placement. I really enjoyed jumping on those pillars, and other stuff... great.
********************
- Ambient sounds. Such a great map could have used some... :
***********************
In total - this map really shows, how good you are at mapping. I mean c'mon! The damn map had one texture all over and looked great!! :o
Commented 19 years ago2005-09-06 09:46:45 UTC Comment #8900
3 textures if you count the lights
Commented 19 years ago2005-10-20 12:10:56 UTC Comment #9486
yes release rmf! i'd like a shot at texturig this. i need a break from hostage situation mapping and cant think of anything on my own ^_^
Commented 19 years ago2005-10-21 10:02:00 UTC Comment #9490
Here's the source Hunter.

Have fun... you'll need it...
Commented 19 years ago2005-10-21 10:06:07 UTC Comment #9493
wait... damn... didn't make the change and load it.

geh.
Commented 19 years ago2005-11-06 23:28:53 UTC Comment #9756
Nice, very nice.

I loved the layout, the point-based lights for each weapon was neat, and I loved the amount/placement of them.

Looks like a fun maximum carnage map. The only thing I can think of that would be missing would be sound, but I'm at a loss myself to figure what sort of sound would be good for this.

First DM map I'm rating 5 stars.

Great job Rimrook!
Commented 18 years ago2006-10-05 06:00:53 UTC Comment #13091
Great map, and cleaver use of 1 texture :)
It's a shame I cant test it with my friends. Maybe one day.

5 stars for great minimalistic design.

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