Overlays?
WIP in WIP, post your level screenshots!
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he cranked his lightmap scale to .01

nice tomdon!

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The map has changed a lot now.
[Blocked Image: http://tomdon.net/images/DEFENCE.jpg]
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That's hot. I'm assuming the fog glitch is temporary ?
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What fog glitch?. The smoke around the cannon? that is test to try and get the smoke stack to go out sideways not up(which clearly failed
).Or do you mean the fact everything just ends, thats because I have not made much yet
, no skybox etc. -
[Blocked Image: http://i1.tinypic.com/20aaxx3.jpg]
rrrrrratttttsss.
Hopefully done in the next two days with custom models and textures.
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I dont think you're understanding the purpose of dev textures
. You're just supposed to quickly lay brushwork to get an understanding of gameplay flow and whether areas should be redone. -
I hope you don't think i'm using devs as the final textures XD
I'm well aware of what theyre for and use them throughout the majority of the mapping process right up utill i have a final layout. The make sure everything is on grid and scaled correctly.
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zeta just loves dev textures

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Someone didnt want to get ripped to shreds on HL2world

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is there some story here that those of us who don't frequent said site are missing...?
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:roll:
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Oh I see
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Heres my first map i made for source, it's for http://www.off-limits.be
It's a large citymap, you can see a part of it in this shot.
[Blocked Image: http://www.wesleytack.com/upload/styx/ol_styx0051.jpg]
- Wesley
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I like that

Idea: Cut off the top half of those beams, scale them by 0.0625 and throw them into the skybox, saving you loads of resources. Or is that upper area accessable?
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the first 6 floors are accessable, the rest is in fact 3Dskybox, the whole level is cut off at a certain height, i had to do some work to get rid of the seam, but i got it away in the end.
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