Map I recreated for Deathmatch Classic: Source. The textures are by Keresh and Flash-Killer. Notice how Flashes textures have no normal maps :meh:. Also none of the weapons are done and the random points of light would be where items are.
I await Door & Keresh to find this and Rage.
Holy crap, awesome. I eagerly await its release.
heyy diddn’t realise deathmatch classic source was a thing that exist
OH BELIEVE ME IT EXISTS. And is currently in development by me and my fellow developers. just thought i’d show off my sexy mapping and Keresh & Flashes Sexy Textures. :jizz:
Ohai! Some of those textures aren’t completely finished(some are a little blurry/low-res, and normal maps need to be finished).
As for the raging, WHYTHEFUCKDIDYOUPOSTTHISWITHOUTASKINGUSFIRSTRAWR.
Good day sir.
For Teh Lulz, Teh Rage and the fact these are going on the Moddb page anyway.
a thing what id say about it is it def looks to be more on the half life source side of things than the black measa source side. itd def be worth adding ssome aesthetic flourishes that bring the look of stuff a bitmore up 2 date without altering the basic gameplay of the level
THAT’S THE PLAN!
FUCKING GAAAAH :fffuuu:
Looks good, wouldnt mind fragging in there!
Looks cool Triggs. I look forward to getting this mod.
While no one has said it I must say this for security
INB4LERN2ANTI-ALIAS
Reminds me of QuakeIII arena =)
omg same !
Well I wonder Why a Mod for Source. Based on a Mod for GldSrc which was based on Quake 1 which has Quake III as a Sequel would remind you of it. Also for those who don’t know and Can’t Be Arsed https://en.wikipedia.org/wiki/Deathmatch_Classic
“The UnAligned Texture Place” suits this thread quite well.
I did these quick paintovers of a couple screenshots.
https://images.rabidmnky.com/WIP/paintovers/dmcs_1.jpg
https://images.rabidmnky.com/WIP/paintovers/dmcs_2.jpg
https://images.rabidmnky.com/WIP/paintovers/dmcs_3.jpg
https://images.rabidmnky.com/WIP/paintovers/dmcs_4.jpg
The color palette is really old-school deathmatch (which I imagine is what you were going for) but I think you could do a lot more with the lighting - it doesn’t convey flow through the level well, and I feel like my attention is being drawn to the wrong places which could be bad for a fast-patched deathmatch game. This could be in part due to the omni lights used for the item placement, but I also find myself looking at the lambdas on the walls because they’re lit, whereas paths to take are a bit darker and don’t stand out.
There’s a lot of vertical depth in some areas, so you should play on that and use elements that will draw players’ attention upwards if they are on the lower levels of the big room, pillars or something would work well and you could have them flow into ceiling elements in that big, central area.
You can also break up areas with trim, and I would add a bit of depth to the trims in some places (like on walls and edges of platforms) to break them up and prevent them from being perfectly flat along their distance. You may want to look into adding details on walls to break up surfaces and give areas depth. Some basic grates, beams, and vents could all fit into the environment style and help a lot in some of the empty rooms or corridor spaces.
It’s brown
You RabidMonkey are awesome. I’m going to keep some of those suggestions in mind for my own stuff
Constructive criticism, fuck yeah! Thanks Rabid
So is your face ahahahahahah… but you’re right