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Author Topic: [CS16] DE_Arkanos[Final]  (Read 14546 times)

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The Martyr Machine

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Re: [CS16] DE_Arkanos[Final]
« Reply #15 on: June 03, 2006, 10:26:32 AM »

Wowowow.... DE_Arkanos for the win... This is incredible

10/10
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Biohaz@rd

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Re: [CS16] DE_Arkanos[Final]
« Reply #16 on: June 08, 2006, 03:30:11 PM »

Could someone upload some of those screens here or in imageshack or something like that? I want to check those, but I always get a 404 error. Thanks :D
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VOX

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Re: [CS16] DE_Arkanos[Final]
« Reply #17 on: June 28, 2006, 03:14:52 AM »

How did you make those twisted pillars?
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RabidMonkey

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Re: [CS16] DE_Arkanos[Final]
« Reply #18 on: June 28, 2006, 11:29:44 AM »

It does look quite good, yes, although the extremely high w_poly counts (http://ipa.buffalostate.edu/~rowleybob/de_arkanos0000.jpg) need to be taken into account to really consider this a playable map. This is really a project for Source where brush-based details can be used to a larger extent, as well as incorporating elements like the spines on the lamps and such rather easily in model format (those could be modeled in a matter of minutes and imported into the game fairly easily.) It's truly amazing that great work such as this is being created for the HL1 engine still (and at all, I don't think I've ever seen a HL1 map so detailed and ornate), but if you want to make maps that look like this and are still playable then I would suggest switching over to Source, learning to model, and utilizing static props and a new engine to a point where you can create things that are even more detailed. It's clear that you've the eye for such detail but sticking to HL1 really hampers your possibilities.
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Lt.JC

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Re: [CS16] DE_Arkanos[Final]
« Reply #19 on: June 30, 2006, 09:29:25 AM »

Hmm I wouldn't wonder if he is/was an Unreal mapper because they all seem to be very talented mappers  :)

And to the map I can only say omg such detail wasn't in any HL1 map before but you dont need source to make models in the maps.

I mean I have no idea how exactly it works all with Hammer 3.5 beta and the models in the editor but you could try to make some prop models for HL1 and replace the overdetailed pillars and windows.
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Boon

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Re: [CS16] DE_Arkanos[Final]
« Reply #20 on: June 30, 2006, 03:13:14 PM »

This is just too nice for CS.
All the models just look like shit compared to the detail of this map  ;D
Very nice!
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Skaarj

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Re: [CS16] DE_Arkanos[Final]
« Reply #21 on: June 16, 2007, 02:16:38 PM »

Real screen, not photoshop.  ;)

[File not found]
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Skaarj

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Re: [CS16] DE_Arkanos[Final]
« Reply #22 on: June 16, 2007, 02:25:25 PM »

Twisted pillars.  :)

[File not found]
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James

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Re: [CS16] DE_Arkanos[Final]
« Reply #23 on: June 16, 2007, 02:37:37 PM »

That...Is the most amazing thing I have ever seen on the Gold Source engine. Much love to you.

How are the pillars done? With the vertex manipulation tool?
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Gravewrecker

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Re: [CS16] DE_Arkanos[Final]
« Reply #24 on: June 17, 2007, 01:51:38 PM »

 :o THIS is not Goldsource; no it can't be. I can't believe this is the old crappy HL-Engine. It looks like UT 2004 to me. You should go into gaming industry right now! How can you make such maps on the GoldSRC engine? Oh, and I wonder how many hours you've spent into them, to take the maps to perfection. 
« Last Edit: June 19, 2007, 08:49:25 AM by Gravewrecker »
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pooperoni_pizza

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Re: [CS16] DE_Arkanos[Final]
« Reply #25 on: June 18, 2007, 02:21:27 AM »

Those twisty pillars are absolutely stunning! :o
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|Rayne|

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Re: [CS16] DE_Arkanos[Final]
« Reply #26 on: June 18, 2007, 02:51:41 AM »

I can't believe this is the old crappy HL-Engine.

Shut up.
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Gravewrecker

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Re: [CS16] DE_Arkanos[Final]
« Reply #27 on: June 18, 2007, 09:01:40 AM »

Why? The hl-engine is just too old.
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|Rayne|

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Re: [CS16] DE_Arkanos[Final]
« Reply #28 on: June 18, 2007, 09:20:58 AM »

Why? The hl-engine is just too old.

Continue showing your idiocy and lack of understanding, it amuses me greatly.
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Gravewrecker

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Re: [CS16] DE_Arkanos[Final]
« Reply #29 on: June 18, 2007, 04:31:27 PM »

Alright, explain why the hl engine is good.
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