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    [PROTOTYPE] DM-Swirl

    Hi everyone!
    Here is a first prototype for my map DM-Swirl. It's still an early version so any suggestions are more than welcome! BSP is a bit messy but I will replace it with detailed static meshes in the future.
    Screenshots:
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    Download:
    https://ut.rushbase.net/TAP-CHAN/DM-Swirl_Prototype.pak
    I'm waiting for your feedback and I hope you like it!

    P.S. Make sure to check my other project - The Last Days ( http://www.indiedb.com/games/the-last-days ). The profile hasn't been updated in a while but I assure you I'm still working on it, though it takes ages to work on a project all alone. Let me know if you would like to help!
    Last edited by TAP-CHAN; 02-27-2015, 03:34 PM.

    #2
    Cool Map its not bad

    Comment


      #3
      Quick update: Version 1.1 is now available - I added some columns to the underground part cause it seemed empty to me.

      Comment


        #4
        Just played a few rounds Instagib and normal DM on your map.
        I really like it, the corridors, the open spaces, the location of the shield belt etc...
        Keep up the good work :-)

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          #5
          Gave it a quick spin, and I must say this is a map very different in its design. Very original. I see however one big issue imo: the flak will prevail in your map in pretty much any location. The tunnels are a great idea and it has been done previously, but maybe they could be a little bigger to give space for players to dodge.

          Otherwise it looks like a very nice start, definitely interested in seeing where this goes !
          RASTE IN PEACE !
          Maps: DM-Hydraulics | DM-Affliction
          Weapon: Redeemer

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            #6
            try to add some more texture definition in there, everything being the same hue can make it difficult to read

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              #7
              First of all - Thank you for your kind words! As for the tunnels - I'll surely make them wider in certain areas.
              Originally posted by NATO_chrisjm View Post
              try to add some more texture definition in there, everything being the same hue can make it difficult to read
              As I said the map will be made entirely from static meshes so there is no point in texturing the bsp right now.
              Last edited by TAP-CHAN; 02-23-2015, 03:01 PM.

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                #8
                Version 1.2 is here! The corridors are a little more diverse now, most of them were widened, bot navigation should work better right now and I guess I'll start modelling the static meshes this week

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                  #9
                  no Download?

                  ok the donload has the version 1.2 sorry
                  Last edited by Frostbite83; 02-27-2015, 03:02 PM.

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                    #10
                    what is represented in the map?

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                      #11
                      That's a secret! ^^ You'll see!

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                        #12
                        Still pretty early alpha footage, but it shows pretty well what I mean to do.
                        Click image for larger version

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                        Attached Files

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                          #13
                          Wow! I think with this kind of scenery, people will be too busy admiring the nice view/landscape! xD Must say though, this time I really like where the graphics of the game is heading, it's both beatiful and vivid and reasonably clear.
                          Last edited by RPGWiZ4RD; 04-18-2015, 05:25 AM.

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                            #14
                            Nice !
                            I just hope you will add some things to add some contrast, because it's a bit too much orangey right now... Maybe vines, and rusty metallic parts ?

                            Comment


                              #15
                              Of course there will be - but so far I only managed to model few rocks

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