Tag: beta
Mountain Village
by SM Sith Lord on Apr.12, 2010, under Survivor CSS
The mini-town from the original de_survivor will be making its come back, but this time more in the fashion of a small cabin mountain village. Very early WIP shot below…
More progress
by SM Sith Lord on Apr.04, 2010, under Survivor CSS
Some shots from in-game. That is the old snow texture in these screenshots, but the issue of pure whiteness needs to be evened out.
Plane site becoming less plain
by SM Sith Lord on Apr.03, 2010, under Survivor CSS
The plane bomb site looks like its going to take me a few days to get into beta-worthy quality by itself. It is especially difficult to keep the important angles in this area consistent with the DEV version while trying to make it look somewhat like a realistic plane crash site. More updates coming as it progresses.
There’s a storm coming, Ani…
by SM Sith Lord on Apr.01, 2010, under Survivor CSS
After many hours of dragging untextured boxes around, I finally have the plane bombsite ready to be terrain-ized.
More Cold Weather
by SM Sith Lord on Apr.01, 2010, under Survivor CSS
I added some details in and around the canyon including a low lying fog there to give at least a little cover to the players on the bottom. Also made the make-shift road block stopping the CT convoy (truck bombsite) from advancing.
Snow storm
by SM Sith Lord on Mar.26, 2010, under Survivor CSS
I did some modifications to the big cliff texture from HL2, and it’s working out pretty nice. I also did some more work adding terrain and the path from T spawn to raven is nearly done.
Moving Along
by SM Sith Lord on Feb.18, 2010, under L4D Nar Shaddaa
Progress is somewhat steady on Nar Shaddaa. The upper area with the explosive canisters got some updating:
As well did the hangar bay, where I had to switch the red heater things to yellow ones for color scheme reasons. (red light does not go well with the blue colored wall textures).
Falcon at Bay
by SM Sith Lord on Feb.05, 2010, under Blog
Earlier today I had a chance to run around in a fresh WIP version of EAH_Psych0’s newest Jedi Knight level, currently known only as bay3.gob. This is the second time I’ve had a chance to beta test the map. After being impressed the first time and then seeing the progress in this newest version, this level is turning into a real promising little project. The entire level is set in a large cargo ship that is flying through space, but with so many high-explosive traps wired to all the console switches it is a wonder how it keeps its hull integrity.
It generally uses stock game textures, which gives it a real classic JK feel that matches the architecture perfectly. The author does some interesting things with the stock textures. One thing that really caught my eye was in one of the storage rooms; a large metal container, a common sight to any JK player, had one side opened up revealing a stockpile of power-ups. It’s not all stock JK resources though, as you could probably tell from the Millenium Falcon sitting in the hangar bay. Even in its early state, the level already features its compliment of brand new 16-bit mats. Most notably these are seen in the many control rooms’ screens and monitors.
These control rooms aren’t there just for decoration though! One of the attractive features of this level is the numerous amount of traps and force-fields placed throughout the map. Colorful green force-fields at that! Thus far this level is highly interactive as far as traps and elevators. It is too early to comment on gameplay, seeing as how the map’s layout has nearly doubled in size since the last version I tested. It appears to have some real NF guns potential, but I am not sure what direction the author will choose to take it.
Up to speed
by SM Sith Lord on Jan.30, 2010, under Survivor CSS
This CSS map is a remake of the classic original Counter-Strike map de_survivor. This is the 2nd map being made exclusively for the [DoP] High Times servers.
As with dade_vegas_css, this map’s layout and angles will be very close to the original’s. The biggest difference comes from the Source engine special effects and resource. For that reason, it is very important to keep the base frame rate as high as possible so there is enough leeway to add some expensive effects. In addition to the normal light flairs and fog effects, wind storms and snow effects are planned for certain areas of the map.
I am currently in the process of going through the map and changing the dev textured brushes into displacements.
