Here it is : http://www.sendspace.com/file/jyhadu
Thoughts/comments are welcome but I ain't changing it :P I really think that Ricci's advice worked well, the map has a better flow to it now. The 20mm cabinet is now open to snipes and geps thanks to the exploding wall [which took me ages to make as real as possible] Also the building thats there but never had access now is opened up with a medbot and ladders to its roof section along with an EMP on top. I thank Shadow runner for this as I saw it in his map and uhm stole the idea :P
Cathedral revamped
- Mastakilla
- !Lysergsäurediethylamid!
- Posts: 1812
- Joined: 27 Jan 2009, 21:01
- Location: 'Ton Hotel
Re: Cathedral revamped
I didnt see much point in truth, the changes are minimal. there is added lighting. I've changed the "borders" of all entrances/exits as they were flush with the walls and looked horrible.
There is a ladder on the chapel now to the roof, making it better for zero augs.
Its much better to just run the map yourself :P
There is a ladder on the chapel now to the roof, making it better for zero augs.
Its much better to just run the map yourself :P
- ShadowRunner
- It's over 5000!
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- Joined: 28 Feb 2006, 21:07
- Contact:
Re: Cathedral revamped
Had a good look, really like what you've done.
The only two things I would have done would be swapping the white Paris texture on the houses to another Paris building texture and probably the spawnrooms don't fit the rest of the map, 100% empty rooms with wep racks, not even wooden beams in them. That's what I would add, some detail in spawnrooms and change that white texture to a darker one, but mapwise, I really like what you have done. The extra few things, cabinets, new doors, ladders, the hole etc are refreshing the map. Some sort of mild detail in the underwater areas wouldn't go a miss either...
The only two things I would have done would be swapping the white Paris texture on the houses to another Paris building texture and probably the spawnrooms don't fit the rest of the map, 100% empty rooms with wep racks, not even wooden beams in them. That's what I would add, some detail in spawnrooms and change that white texture to a darker one, but mapwise, I really like what you have done. The extra few things, cabinets, new doors, ladders, the hole etc are refreshing the map. Some sort of mild detail in the underwater areas wouldn't go a miss either...
Last edited by ShadowRunner on 28 Sep 2012, 17:57, edited 1 time in total.
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Re: Cathedral revamped
Mastakilla wrote:Pics would be nice meight
Re: Cathedral revamped
~[FGS]SaSQuATcH~ wrote:Mastakilla wrote:Pics would be nice meight
Re: Cathedral revamped
Just a revamp XD shots won't show much
I haven't tried it yet Ste, but nice, amazed nobody tried to tackle Cathy's problems until now
I haven't tried it yet Ste, but nice, amazed nobody tried to tackle Cathy's problems until now
CDX - A huge Deus Ex Multiplayer patch
Cozmo_RPG (v1 & v2)
MPConversations - A great tool for creating co-op or rpg content. It will never be used.
Cozmo_RPG (v1 & v2)
MPConversations - A great tool for creating co-op or rpg content. It will never be used.
Re: Cathedral revamped
i played it offline on Friday, great work Ste!
everybody asking for pics you're being kinda lazy tbf.
1. putting the map into the maps folder, Tex1.utx into the textures folder.
2. doubleclick the map and jump straight into it in DX.
it takes less than 4 mins.
everybody asking for pics you're being kinda lazy tbf.
1. putting the map into the maps folder, Tex1.utx into the textures folder.
2. doubleclick the map and jump straight into it in DX.
it takes less than 4 mins.
AKA Knifeworld on Discord etc. Frozen brains tell no tales!