dm_mR_Inc (In Alpha!)
Some of you may already know of this map that I have been making in the past 2 days out of pure inspiration. Well, after the feedback from yesterday I present alphav2 of the map.
Changes:
-New skybox texture
-Actual lighting effects (not optimized)
- A sun!
- Bigger map (increased the scale by 1.5X the size)
- Medium medpacks changed to small
- More detail to area outside the map
- Ceilings have a different texture to floors
Download:
dm_mR_Inc_alphav2
Screenshots:
![[Image: 31AACD8DEC19E6A2DE699AA9AAC984544A25DAA2]](http://cloud.steampowered.com/ugc/559790739970285542/31AACD8DEC19E6A2DE699AA9AAC984544A25DAA2/)
![[Image: EE4868DC069DC2019396CD47459B1AC0915416A1]](http://cloud.steampowered.com/ugc/559790739970286430/EE4868DC069DC2019396CD47459B1AC0915416A1/)
![[Image: 559790739970287461]](http://steamcommunity.com/id/mrcarge/screenshot/559790739970287461)
![[Image: 6A7CCE59EF1CD4BA9FCB9FFA9A513D925831798E]](http://cloud.steampowered.com/ugc/559790739970278633/6A7CCE59EF1CD4BA9FCB9FFA9A513D925831798E/)
![[Image: 9CB457A03AA60E1AA500C6D6329EEAB20B6C49ED]](http://cloud.steampowered.com/ugc/559790739970279730/9CB457A03AA60E1AA500C6D6329EEAB20B6C49ED/)
![[Image: BFA861A29FEC890EDB6FEC7BEDA900EB19811944]](http://cloud.steampowered.com/ugc/559790739970280535/BFA861A29FEC890EDB6FEC7BEDA900EB19811944/)
![[Image: D49CB166A6904D18BDBFBA19C052AB7B49353AD6]](http://cloud.steampowered.com/ugc/559790739970281445/D49CB166A6904D18BDBFBA19C052AB7B49353AD6/)
![[Image: A9A430122730648D806AE9375C34F2DBE19AC168]](http://cloud.steampowered.com/ugc/559790739970282242/A9A430122730648D806AE9375C34F2DBE19AC168/)
![[Image: A3FA03D49FAB8753515800C6A2A7546E2962CA72]](http://cloud.steampowered.com/ugc/559790739970283031/A3FA03D49FAB8753515800C6A2A7546E2962CA72/)
![[Image: 2F11A56A0547D268B7847B89021BC8ABF2CF9842]](http://cloud.steampowered.com/ugc/559790739970284026/2F11A56A0547D268B7847B89021BC8ABF2CF9842/)
Changes:
-New skybox texture
-Actual lighting effects (not optimized)
- A sun!
- Bigger map (increased the scale by 1.5X the size)
- Medium medpacks changed to small
- More detail to area outside the map
- Ceilings have a different texture to floors
Download:
dm_mR_Inc_alphav2
Screenshots:
(This post was last modified: 08-14-2011, 08:11 PM by Mr.Carge.)
Posts: 301 Joined: Sep 2010
Reputation:
1
Wall posters like you see in the stock maps, props, maybe even dispensers, raise the ceilings and add proper lamps?
What direction is the sun?
Posts: 164 Joined: Jan 2010
Reputation:
1
It still looks pretty nice but put more detailed objects, maybe a secret room too?
What I am planning to work on next:
-Beams to make the floors not seem like they stand up on their own (Flatcher's idea)
-Adding shelves with boxes on them in each basement and turning down the light there.
- Secret room (Doc's idea), MAYBE.
-Optimizing lighting (Making the indoors less bright and make where the light is coming from make sense).
-Increasing roof height (Flatcher's idea, the current height allows for one jump, but not double jumps).
-More detailed spawn rooms with posters and arrows indicating where the exits are.
-Dunno.
-Beams to make the floors not seem like they stand up on their own (Flatcher's idea)
-Adding shelves with boxes on them in each basement and turning down the light there.
- Secret room (Doc's idea), MAYBE.
-Optimizing lighting (Making the indoors less bright and make where the light is coming from make sense).
-Increasing roof height (Flatcher's idea, the current height allows for one jump, but not double jumps).
-More detailed spawn rooms with posters and arrows indicating where the exits are.
-Dunno.
Posts: 301 Joined: Sep 2010
Reputation:
1
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