@Fjoggs--it's pretty small and monotextured--just alpha for now, so screenies aren't going to be much.
It's a start though.

In my opinion this is a good size for something to get started with. The layout is interesting so far and has nice over/under going on.
Suggestions:
1) Since this is going to be MP, you need MP spawnpoints (info_player_deathmatch).
2) There are quite a few head-bangy spots where you need to raise the ceiling--I can hit my head in SP, so I *know* I'm going to be smacking in MP. The room with the funky pointy ceiling is especially bad near the top.
3) When you use curves, be sure to use the common/caulk texture on the brushes behind the curves (cut them as necessary at curve borders). This prevents overdraw (performance issue), and z-fighting (which is what the weird thin line/flickering is halfway up the walls in the big room).
I'd suggest updating the link with a version that has spawnpoints and weapons and no completely dark areas. You might also do a .def file to make it easier for lazy people. It lives in q4base/def and should be called h1dm.def. Probably something like:
Code: Select all
//----------------------------------------------------------
// H1DM DEF FILE
//----------------------------------------------------------
mapDef mp/h1dm
{
"name" "Test? Fred? Dunno."
"DM" "1"
"Team DM" "0"
"Tourney" "1"
"CTF" "0"
"Arena CTF" "0"
"Gametype_Deathmatch" "1"
"Gametype_TeamDeathmatch" "0"
"Gametype_Tournament" "1"
"Gametype_CaptureTheFlag" "0"
"Gametype_ArenaCaptureTheFlag" "0"
"loadimage" "gfx/guis/loadscreens/h1dm"
}
[code]
Add a loadimage if you feel like it...