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Half-Life 2 - DM_Carousel

This is a small tourney map for Half-Life 2, best suited for...

Half-Life 2 - DM_Carousel

This is a small tourney map for Half-Life 2, best suited for 2v2/3v3 matches.

Carousel (March 21, 2005)

A small tourney map, best suited for 2v2/3v3 matches.

Credits:

Built and designed by B. Loboda (slipi) and Miika Lipasti (Pyroquantre). Production stage reviews by Mars Jokela (ginsengavenger) and Uwe Lange (Boblem). The final version was compiled based on the reviews of public beta by Ikka Keranen (Fingers), Andrew Baker (eskimo spy), Kev Edwards (keved) and Joshua Sierra (ShapeShifta). With additional suggestions and bug reports from Tom Edwards (Varsity) and M|k33[K-9]. And finally, props to early adopters - Jason Holton (BadAss Nox), Richard Welp (Kellis), G.P. (VAFFA|OpT1MaL) and Juim, thanks for getting it to the masses.

Changelog:

- Removed Crossbow for its ineffectiveness

- Switched to a more clear water shader for play area and a cheap version for 3D Skybox

- Added Slam pickup at the garage and alley

- Increased fog distance for more subtle effect

- Combined Shotgun and Health Kit/Battery pickups inside the barge

- Added hints and occluders for overall performance gain

- Changed the rock material to one that is less costly but more fitting

- Expanded the central building to cover elevator doors and barge entrance (improved flow)

- Switched the alert sound for elevator to one that is available in Source DS installation

- Configured the elevator doors to open full-length to avoid stacking

- Removed manual clipping around the map to let physical objects travel further outside; all leaving objects are teleported back into play area at predefined locations

- Weakened the intensity of red light by the stairs from bunker

- Switched places of RPG and Magnum for better balance

- Increased global lighting brightness and switched its ambient to a more natural grayscale

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