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Grand Hall makes an Entrance Rate Topic: ***** 1 Votes

#21 User is offline   Txc Icon

  • Account: txc
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Posted 09 December 2011 - 07:55 PM

View PostBrainie, on 09 December 2011 - 07:02 PM, said:

...

Nice map. +1 to the idea of the 1 or 2 other paths to the spawns. 2 wholes aren't enough...


Frankie V already answered that question :

View PostFrankie V, on 06 December 2011 - 12:47 AM, said:

No Grand Hall is totally an internal test map based on assets we bought that we do not own the rights to beyond using it for visual representation such as this video.


As you can read FrozenSand cannot (physically they can , but they shouldn't ...) use the map for other purposes except visual presentations .
They haven't the right to do it .

#22 User is offline   Amiga777 Icon

  • Account: amiga777
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Posted 10 December 2011 - 08:14 PM

I love the visual quality. This map is an awesome demo, though I'm still already in love with what's been pulled off in 4.1/4.11 already. Even for 4.1, I'd always imagined doing a classic Resident Evil themed machinima, because the texturing when seen from a static standpoint has an old-school pre-rendered look to it!

Keep up the wonderful work. This engine continues to become closer and closer to being on-par with the likes of the FFXIII-esque DarkPlaces engine.

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