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 ct3dm5 by cityy (Final) 
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Joined: Fri Apr 23, 2010 2:11 pm
Posts: 60
Post Re: ct3dm5 by cityy
"You cannot make another post so soon after your last."

"Cannot add another attachment, 3 is the maximum."


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Fri Jul 09, 2010 1:12 am
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Joined: Fri Apr 23, 2010 2:11 pm
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Post Re: ct3dm5 by cityy
"You cannot make another post so soon after your last."

"Cannot add another attachment, 3 is the maximum."

can anyone say "retarded" ?


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Fri Jul 09, 2010 1:13 am
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Post Re: ct3dm5 by cityy
good work for a beta. this could've been final, had i not seen the backwards sapphire logo.

bit of a maze at first, but that's normal for me in dm.

great start on the clipping.

great theme, detail, gameplay, space.


Fri Jul 09, 2010 1:15 am
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Joined: Wed May 26, 2010 7:54 pm
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Post Re: ct3dm5 by cityy
Thanks for the clarification. I think I got mixed up with Q3W.

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Last edited by Anthem on Fri Jul 09, 2010 2:18 am, edited 1 time in total.



Fri Jul 09, 2010 1:31 am
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Post Re: ct3dm5 by cityy
Anthem: uploading images is strongly encouraged. In fact, I'd advise against using a free image hosting place since they will eventually remove your images. Images uploaded here will not be removed thus people can look back at these competitions and not miss anything.

viewtopic.php?f=10&t=16825


Fri Jul 09, 2010 1:58 am
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: ct3dm5 by cityy
Thanks deqer! The slipgates I actually already had in ct3tourney2. The idea was taken from evillair's Pillamyd. Also the texture set doesn't alow much more possibilities for a teleporter design. I'm gonna look into your clipping notes. The pillar at the YA you mentioned I will defenitely not clip off - it offers a jump to the YA. =)

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Fri Jul 09, 2010 8:40 am
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Post Re: ct3dm5 by cityy
Looks good, plenty of detail :)


+Bit more clipping
+texture alignments - quite a few are out.
+sounds!
+light flares?

:: Maybe some extra rock at the other side in the lava pit? Looks a bit too clean and tidy in there.
..and maybe the same kinda thing in the water RG area? rocks/detail/different floor texture etc?

:: imo, there's a little too many shader light sources, looks the same everywhere. Maybe use another light a little in various places? White point lights to highlight items? It's also a bit under lit in parts - there's one small room/hallway with a single light in the corner of the ceiling iirc.

:: I know it's not finished, but some areas really need to be brought up to the same levels of detail.

Also, if you look out this window, you can see through the hull and into another part of the map a little...

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Fri Jul 09, 2010 10:11 am
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Post Re: ct3dm5 by cityy
Thanks, akm - gonna consider the points you mentioned.

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Sat Jul 10, 2010 8:29 pm
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Post ct3dm5 *beta* by cityy
Again got some new shots - slowly making process regarding texturing..

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Mon Jul 12, 2010 3:32 pm
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Post Re: ct3dm5 by cityy
Impressive :)


Tue Jul 13, 2010 5:51 am
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Post Re: ct3dm5 by cityy
very nice cityy. very nice indeed.


Wed Jul 14, 2010 4:16 am
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Joined: Mon Jun 21, 2010 6:02 pm
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Post Re: ct3dm5 by cityy
Screens look great, man. Really nice lighting.


Wed Jul 14, 2010 5:15 am
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Joined: Mon May 31, 2010 8:45 pm
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Post Re: ct3dm5 by cityy
I haven't really posted much in this thread, but I just wanted to go on record saying that this is one hell of a nice texturing job sir. GJ!


Wed Jul 14, 2010 5:38 am
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Post Re: ct3dm5 by cityy
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Thu Jul 15, 2010 9:33 am
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Post Re: ct3dm5 by cityy
Very consistent!


Thu Jul 15, 2010 11:27 pm
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