Search the Community

Showing results for tags 'thcdm'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Public Forums
    • Announcements
    • General Chatter
    • Tournaments
    • Mapping forum
    • UI Scripting
    • Trading
    • Support
    • Bugs
    • Silver Screen

Found 14 results

  1. map page - direct screens -
  2. thc

    The new version will be available within next patch and is currently playable on some hosts as thcdm13pro. I dont have a firm date of when that might happen tho. V6.3 Its the current version where I work on sorting out the clipping issues if you happen to get stuck on some panels plz let me know. Map is currently available on turbopixel hosts, my pl host (, chicago shitshow, f3already (it might be outdated in other places). V2 ---------------------------------------------------- The modified version is now available as thcdm13-v2 it will stay that way until it can be included within a new patch just so I dont mess with people lm being valid on some host while being broken on others which will happen if I woudl just replace regular dm13 with it, yeah I know I will loose stats on f3 already but Im not a stat whore anyway ;p map page - direct screens - the most substantial change is this - If you want to have a look at some games on it, stop by tomorrow for the minicup - more info here - V1 ---------------------------------------------------- Keep exploring the same concept of item combination while trying to keep the map compact and somewhat optimized for reflex movement, quite a few easy and progressively harder jumps, Im afraid that if you're new to the reflex you will have hard time on this map. BONUS: HAL_9000 vs rokky showmatch Visual style inspired by minimalistic architecture concepts like yeah Im aware that I have a lot of cut corners but I guess you dont run with such high speeds at home. Big props to F14m3z for all the help, the broken tiles on the MH or the RA ledge are basically his creations, he also helped out with many other improvements.
  3. map page - direct screens - phgp - browser preview Currently on: wallen GER host - PHGP stream host - uploaded to f3already + my PL/FR hosts will try to poke newborn to put it on tp hosts as well. Presenting you The Sane Asylum, the community made map with a lot of supervisors ;0 sane - naming supervisor gls - item balance supervisor Mazu - movement supervisor + skyscraper cleaner jjjuho - strong position supervisor arkcoss - visual design supervisor wallen - trying to jump to RL supervisor dnl - roof supervisor bjarke - no idea supervisor +really good tester byce - clip supervisor The basic of the map started as a marriage of cpm3 and znt2dm3, the concepts are somewhat similar but they're not copy/paste, they were used as a base but we did iterate and improve on them as the gameplay evolved with the introduction of very different elements and concepts. We were struggling a lot with the MH room but we have finally sorted it out and thanks to jjuho the RA room fights are more interesting due to introduction of level differences in ledges. It is a 2 room maps but everybody that joined and played it thought its bigger probably due to the fact that you have a bit more connections than usually and the map is more vertical in gameplay especially in the RA room (jjuho had to add himself a roof to finally get to the conclusion that its not too big). Nothing is final though as we might improve it as we see the map being played by more people. Once we had several good games on the prototype version we proceeded with the styling, together with arkcoss we made another minimalistic style that took us one day to complete, due to this approach the map is relatively small and load fast while still looking decently (WARNING the lightmap building process might take a while as we havent added nolight to anythning else than the back of skyscrapers yet).
  4. map page - direct screens - Simple duel map with kind of circular flow, open with lost of connections / cut-outs. If you are able to make stair jumps coming with speed you might like this map even more. Originally the map did not have RG but people whined about it and seeing how RL is the most dominant weapon nowadays anyway I've added it but it might change in the future depends on where we end up being with the balance. Currently zero nolight have been used I'll update the map with it sometime later but thats the reason why LM is that big and I have fair amount of brushes that it going to take a bit for a proper nolight ;0 prototype stage (without RG) more videos incoming, thanks to all the people that helped out testing mazu, cremator, flowie, jjuho, wallen to name a few + all those random peeps that keeps joining and getting their ass kicked on a new map
  5. Map page - Screens - If you want to test it out without having to download textures or they dont work for some reason the map is also available on my FR host or look for "[FR]" in the server browser and callvote map thcdm9tx updated the zip with textures that have mipmaps. some trims are fucked up, some leaks but overall the textures worked just fine. im sorry I had to do this map and details coming soon... as a side note HAL was kind enough to bash some of my maps therefore I got some good criticism so I'm going to be updating a lot of the other maps sometime soon. oh and happy new year everyabody :> edit: textures - (thanks majki).
  6. Thanks to Kovak/HAL/entik (in no particular order) I've tried to avoid corridors, keep things simple and make a map that is relatively small. YA room have already been reworked according to some issues that rose during limited testing, hell HAL even jumped in and shoot at walls he didnt liked here is what came out of this: map page - direct screens - WIP VERSIONS: removed some walls, added ledges. I've just thrown some ideas in this one, needs testing. Added RA portal + connection, extended GA ledge in YA room. Weakened the ledge above the MH.
  7. map page - direct screens - Dedicated to HAL to whom all maps were too big, stairs looks like piano so maybe he can play. zero lights were used ;p
  8. map page - direct screens - I decided to get rid of textures that doesnt work and after original topic steering to some drama I decide I'll just repost it I think it could be justifiable since I redone the whole map with proper nolight and default dev*.materials texturing +also included some of the early suggestions. It took a while to redone it since i had to make use of all the brushes I ended up making for the textures, guess it turned out well in the end. I'll repost some valuable posts from the previous topic. Thanks, I have reworked the MH room quite a bit though it was too cluttered earlier I've sent it to Kovak as you suggested and he said he might have a look at it so thanks for bringing that up. I have cut the top level connection in a form of a corridor that lead to RA this way you can still get it if you made that ceeling/triple/quad whatever you wanna call it jump from MH but you have to go through GL ledge therefore being totally exposed, the other way to get it is by doing the celling jump to the ledge where the shotgun is and than stairs jump again over the center area to the teleport that leads to the upper level. Thanks for the suggestion I think that was an actual improvement. Not sure if the second level corridor should be clososed though, or that area where the shotgun is... I can make the adjustements and just see how it plays in case anybody would like to schedule a testing session. I think I made some improvements you might want to try it out with the default look and on normal ping. than you might like what came out of all those brushes I had while doing the textures ;p item placement is kind of locked due to the layout, it could be reworked but needs a proper testing.
  9. Map page - Direct screens - This one turned out to be much darker than the previous one with kind of warn-out style, no eye-shooting colours this time. It is probably the closest attempt for a compact map so far. Some triple/stairs jumps but one notable is the MH celling jump that if connected with the ledge where YA is will boost you to the 50HP bubble (or that level in general), the rest you'll figure out if played enough Map comes with a brand new UNSUPPORTED TEXTURES SIGN so people dont bother devs about AA and other stuff that might occur broken also keep in mind Im using some great but rather old textures resized in some cases so the quality might be debatable. I messed up with the texturing quite a bit so it become a bore to manage them at a later stage so there are two things I have noticed You'll get missing textures because some unseen surfaces are still textured with some textures that have different location I just couldn't bother to clean them up ;p I used zero nolight and have barely any leaks.
  10. It does exists! map page - direct screens -
  11. deathmorning fraggers map page - direct screens -
  12. map page - screens - Im running out of colours ;0
  13. map page - direct screens - so it turned out quad materials can have variety of uses ;0 lets have something to play over the weekend HF
  14. map page - Screenshots - Map (zip) - no poinit in putting *.map since I would have to provide separate links for lightmap The map features rather standard items 1MH 1RA 2YA the debatable addition are 2GA as you will most likely dmg yourself to deny YA its rather pointless to down yourself to the point to take the GA therefore those 2 are almost guaranteed to be up for the player without the control and they're the only armours available on 2nd level. What do you think about such setup? There are also around 100H in each room, as the map is basically 2 rooms with a hard connection in the middle and two soft connections in the form of corridors on both sides (but they're not just straight lines). Generally speaking there are 2 levels but there is a bit of 3rd that additionally connects some points, key weapons are located there (RG, LG, plazma) but they're limited and you cant just run circles on 3rd level. There are some jumppads here and there, no teleports, the middle pilars have bouncy hops around them so they allow you to get to the higher level easily, some tripe jumps are possible. Looking forward to hearing your thoughts on this one.