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My Half-Life 2 Deathmatch map: dm_phobia

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Uploaded by on Apr 4, 2008

This is a map I'm working on for HL2: Deathmatch. It will be finished by the end of 2008.

edit: the beta version of the map is finished, it is only slightly buggy.

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Uploader Comments (Doomsdaywarrior)

  • from what I see this looks lke a good map. Like in every Valve design theroy they say a map should be seamless and should flow, no dead ends, and you can get to main point(s) easly, and minor points as possible places to go. Bases need to be weapon and health packed, and choke points to have health + ammo in supply. I love the map!

  • @yacanman11 Thanks! I'm glad you like it. I'm planning on putting the finishing touches on Phobia this fall so that I can start hosting servers...

  • looks like portal but kewler

  • @firecracker8900 Thanks!

  • LOL I didn't think sampling Team America would work, but hey it does!

  • Haha yeah, that surprised me too.

Top Comments

  • LMAO THE SONG XD

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All Comments (21)

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  • Hi , do you still make maps ?? Im working on a project maybe you could join ? hook me up for more info.

    IM SEARCHING FOR: MAPPERS , 3D MODELERS , SCRIPTERS.

  • Wrong. Fucking wrong. Cubemaps reflect the environment and It's lighting, thus it makes the weapons get places in the environment's lighting and making them look normal like they are seen in Half-Life 2. If you take a look, there are some HL2 Custom maps without cubemaps that every model is basically shining. Env_cubemaps also make environments realistic. Reflecting the lighting in the right way. Because source needs help to render shit.

  • That doesn't help to place an env_cubemap; all that does is make things shinier. But that's imo.

  • light_dynamic? whaaat; the problem is the lack of env_cubemap or he forgot to type that command in console to build the cubemaps.

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