xdm_sharppains

Half-Life: Deathmatch HLDM
xdm_sharppains by rend0us
Posted 17 years ago2007-03-02 07:28:52 UTC • Completed • Half-Life: Deathmatch
Loading...
Screenshot Thumbnail
Name
xdm_sharppains
By
rend0us rend0us
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
17 years ago2007-03-02 07:28:52 UTC
Updated
17 years ago2007-03-02 07:32:45 UTC
Views
1778
Downloads
721
Comments
5
Rating
4.00 (1)
Reviews
0
full star full star full star full star empty star Download (6.13mb)

hl death match map thats not small in size. tried to pay close attention to the structure to keep smooth gameplay. hope it is enjoyed. please comment and rate. thanks all..

5 Comments

Commented 17 years ago2007-03-02 08:10:22 UTC Comment #14310
Haven't downloaded yet but looks alright from the screenie.
Commented 17 years ago2007-03-03 08:16:08 UTC Comment #14313
Well, there are some really nice things about this map. Interesting details both in outdoor and indoor areas, and a lot of nice looking textures. I think the layout is great and looks fun. There's a lot of vertical gameplay and a good flow.
I like the fact that you included lots of buildings this time, and it sure makes the whole thing look more real. The terrain looks great once again.

Some textures don't tile properly in the buildings (I think they are meant to be only at floor level and not extended through all the facade), and as in your previous maps, I still feel there are too many textures. Lighting color doesn't unify the whole theme as it did in xdm_capsule2, so some of them look out of place. I can't really tell which ones, it's a overall effect I feel.

Anyway, this is certainly moving in the right direction. Try lots different light enviroment colors before releasing your next map and see if helps in any way.
Commented 17 years ago2007-03-16 02:14:17 UTC Comment #14389
I thought you did a nice job, I like good custom textures. Only a few little things to say. Some of the textures like the vines were mis-textured and I found they had the same texture on the bottom. The func_illusionary in the roof needs to be made a bit better but otherwise it was really good. Nice use of bumpy terrain in that back section too. One note that is really my fault, put clip brushes to block players getting to high and seeing the unmade roofs. My fault because I love gauss jumping up as high as I can, which is good because I often find thing map-makers miss because normally, the player dosn't get that high. Good job though!
Commented 17 years ago2007-03-21 23:22:08 UTC Comment #14451
i actualy made the ground in the front of the map by hand..
the back yard bumpy half of the map back side of the map was made in terrein generator. but it was designed for tau jumping as well..
tks fellas
Commented 3 years ago2021-03-13 23:09:25 UTC Comment #103416

You must log in to post a comment. You can login or register a new account.