[Map] Fourplex 1.6 {FINAL}

Re: [Map] Fourplex 1.3

Postby D.A.M.I.E.N. » 19 Dec 2012, 23:08

An update to version 1.3.

* visual and gameplay improvements (colors, decoration, geometry changes, gloss correction, glow correction, ..)
* added lens flare effect (load map in the SVN version to make it working)

Please someone who can, update this in the SVN. I don't have an access to there. Thanks.
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Re: [Map] Fourplex 1.3

Postby Ulukai » 20 Dec 2012, 11:48

To help Quin focus on his dad duties, I uploaded it in r4572 http://sourceforge.net/apps/trac/redecl ... geset/4572
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Re: [Map] Fourplex 1.5 (also preview of some philipk texture

Postby D.A.M.I.E.N. » 03 Feb 2013, 06:24

Hey, I bring here the pictures of updated Fourplex to version 1.5 (from 1.3) with map download as well (Already updated in SVN). See in the first post.

Version 1.4
* more details, visual improvements, changed location of weapons, etc., etc..

Version 1.5
* new grey/green color scheme, reworked lights, used more philipk textures
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Re: [Map] Fourplex 1.5 (also preview of some philipk texture

Postby wowie » 03 Feb 2013, 09:47

I think I preferred the previous color scheme. The bright green really made it stand out and POP but metal and gray is just... gray, I have to admit. Gray like a rainy day. :|
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Re: [Map] Fourplex 1.5 (also preview of some philipk texture

Postby qreeves » 03 Feb 2013, 09:59

Oh wow, that is much easier on the eyes! Nice one.
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Re: [Map] Fourplex 1.5 (also preview of some philipk texture

Postby greaserpirate » 03 Feb 2013, 17:31

wowie {l Wrote}:I think I preferred the previous color scheme. The bright green really made it stand out and POP but metal and gray is just... gray, I have to admit. Gray like a rainy day. :|


Agreed, I loved the green/purple color scheme. I'm fine with tuning down the green though as long as it's balanced throughout the map. Right now it seems a bit too concentrated in the center.

Overall though, the map looks a lot better, and good work!

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Re: [Map] Fourplex 1.5 (also preview of some philipk texture

Postby D.A.M.I.E.N. » 03 Feb 2013, 18:17

Thanks for the feedback. I'm glad that you mostly like the changes/improvements. And I'm sorry if you like it less now, wowie. I wanted make it look more like a space level (and more stylish), than like an overbrighted toy. And RE has even nice colorful effects and I think those effects will be better visible and players will be better visible too, which should help for gameplay as well. I know that the green color is now more centered in the middle. I already descreased it in the middle part. I will try to balance it more over the map later, though it should be just a smaller change, because I want to keep kinda that look as it is now.
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Re: [Map] Fourplex 1.5 (also preview of some philipk texture

Postby wowie » 03 Feb 2013, 20:11

Your map. Do what you want.
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Re: [Map] Fourplex 1.6 {FINAL}

Postby D.A.M.I.E.N. » 10 Feb 2013, 22:24

I have done some more changes.

Version 1.6 {FINAL}
* designed new bases for wider and more impressive gameplay
* redesign of pushers, tweaks
* platforms placement change
* more visual improvement (balanced green color, textures, lights, ...)
* new waypoints


Pictures and files are updated in the first post. Feedback is welcome.
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Re: [Map] Fourplex 1.6 {FINAL}

Postby TheLastProject » 10 Feb 2013, 22:28

Perfect. Simply, perfect. It's an honour to be able to play this map.
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Re: [Map] Fourplex 1.6 {FINAL}

Postby quintux_v » 11 Feb 2013, 06:45

TheLastProject {l Wrote}:Perfect. Simply, perfect. It's an honour to be able to play this map.


That sums up everything I had to say.
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Re: [Map] Fourplex 1.6 {FINAL}

Postby wowie » 11 Feb 2013, 21:27

I have to say that the newest iteration looks immensely better than any previous one, although I can't figure out exactly why. I wish I could map like this, lol.
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