de_aqueduct new level in need of feedback BAD!
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Update includes:
- Layout iteration
- Graphical improvement
- Started Optimization of my level[Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576702498/7671FDD84341EA9978E4FED9C35597061F087C02/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576704791/DF8453B4AD121BA98BF336DB1E032825A5644865/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576713735/34C5F062BA3F271B16370C9233965648EC800118/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576704098/3459C3C3BA8608D6DC108A6070894D071B964539/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576703736/3134A244BD839F07E43E923C477A025A584793A2/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576704359/AB3C6AAF08AB2AD264DF05E0B83A0FD42E6F77FF/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576705312/45CB5AAA354668DA1C3FB452037D537B396285C0/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576803918/886820D750C086C7C3CD5C843E576D2BED60C68A/]
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Updated my level with a mayor rework of bombsite B I could use a lot of tips and input on it : -) The graphical glitches and bugs where left there because of the fact that I had to rush this update
By the way why are some props just SUPER bright?
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Quote from maxlevelboi
Updated my level with a mayor rework of bombsite B I could use a lot of tips and input on it : -) The graphical glitches and bugs where left there because of the fact that I had to rush this update
By the way why are some props just SUPER bright?
Their lighting origin is probably weird. just set info_lighting entities in a place which has lighting similar to the one you want on the prop (preferably place the entities close to the prop in direct line of sight), name the entity and go into the prop's properties. Select the right name from the dropdown menu at lighting origin. There you go ;), the prop should be properly lit.
Cheers!
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Quote from Freaky_Banana
Their lighting origin is probably weird. just set info_lighting entities in a place which has lighting similar to the one you want on the prop (preferably place the entities close to the prop in direct line of sight), name the entity and go into the prop's properties. Select the right name from the dropdown menu at lighting origin. There you go
, the prop should be properly lit.Cheers!
You are my hero : )!!!!
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No problem
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Alright I have been updating the level daily for roughly 2 weeks now and I am starting to get into the rhythm of this : -)
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Some areas that have been getting more love since the release : -) there is much more to show but I don´t want to keep making walls of screenshots I recommend going to my workshop page for more images!
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Hey, I made a massive patch that I badly need feedback on the sites and middle mainly
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Physics?
Quote from maxlevelboiThese half pillars look really odd, just make the arches bigger and have each support go down to the ground.
The princess castle needs to go, it doesn't make sense imo.
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Quote from Quotingmc
Physics?
These half pillars look really odd, just make the arches bigger and have each support go down to the ground.
The princess castle needs to go, it doesn't make sense imo.
I will be adding broken wall as support in the next patch for the car : -)!
And voila the princess is gone and Arabic architecture took her place!
I will be making the rest of the half pillar however I liked the idea of the pillar being decayed and old so I want to make it a bit better looking with wooden supports and such : -)!
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Updated yet again with graphics getting prioritized : -)
Next patch will focus on replacing windows that are just stuck to walls like stickers
http://steamcommunity.com/sharedfiles/fi…s/?id=600728667
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You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.
Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.
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Quote from TheGuma
You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.
Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.
Thanks for the feedback : -) I am thinking of choosing the classical blue and orange theme for the level and I will make sure to fix the issues pronto!
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Quote from TheGuma
You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.
Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.
I hope this patch will be an improvement : -)!
http://steamcommunity.com/sharedfiles/fi…s/?id=600728667
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Wow man, that last graphics update looks much improved! The huge aqueduct being balanced atop those plaster walls seems to irk me a bit, but the color palate is much better and consistent, and it doesn't look like dust2 any more. The red bricks might be out of place as well. I like the plaster more. Keep it going!
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Quote from wylde
Wow man, that last graphics update looks much improved! The huge aqueduct being balanced atop those plaster walls seems to irk me a bit, but the color palate is much better and consistent, and it doesn't look like dust2 any more. The red bricks might be out of place as well. I like the plaster more. Keep it going!
Thanks man : -)! I am going to fix the pillars that support it, I agree plaster is stupid for that location!
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I like it, but I feel like there is "too much" going on. Making colors and details less or more thought over might improve this.
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Patched yet again : -)
http://steamcommunity.com/sharedfiles/fi…s/?id=600728667
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have you thought a mapcore playtest? Good way to get a rush of feedback
the detailing looks super busy...in your last post the first/second compared to third screenshot- it doesn't look like the same area/theme? Modern bins mixed with dust2 textures and signage?
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