This is a level I worked on for a long time, and only released it a couple of years ago. It is a recreation of the de_westwood map for counterstrike.
http://doom3.gamebanana.com/maps/168431 (http://doom3.gamebanana.com/maps/168431)
(http://files.gamebanana.com/img/ss/maps/503cc8b72534f.jpg)(http://files.gamebanana.com/img/ss/maps/503cc8c7ccb38.jpg)
(http://files.gamebanana.com/img/ss/maps/503cc8d0c6813.jpg)
It seems that the playability suffers in some specific ways, particularly in regard to the windows, but also possibly due to the placement of the initial spawn points.
In any case, here is a short video (in the most regrettably low quality resolution, apologies)
http://youtu.be/m6-4LZvl9tM
Reminds me of DNF's MorningWood. :magicpony:
Quote from: The Happy Friar on September 25, 2014, 12:19:27 PM
Reminds me of DNF's MorningWood. :magicpony:
That reminded me of when I woke up today.
Quote from: The Happy Friar on September 25, 2014, 12:19:27 PM
Reminds me of DNF's MorningWood. :magicpony:
they definitely bare a resemblance, I made a couple versions with a terrain surrounding the town and even making the whole town on a floating island. Neither was ideal, so I stuck with the rigid skybox style of the original, even though it causes some strange occlusion of the map, since it is a large L-shape, it helps make the portal areas into smaller chunks
Generally the whole map needs to have more shoulder room, especially in the interior spaces.
are you somehow looking for audio assets?