Here's some compiled pics
[Blocked Image: http://i.imgur.com/vYgzYNs.jpg]
[Blocked Image: http://i.imgur.com/1eAkv84.jpg]
[Blocked Image: http://i.imgur.com/X1YWcyS.jpg]
Here's some compiled pics
[Blocked Image: http://i.imgur.com/vYgzYNs.jpg]
[Blocked Image: http://i.imgur.com/1eAkv84.jpg]
[Blocked Image: http://i.imgur.com/X1YWcyS.jpg]
Looks interesting and well detailed but I'm a bit afraid about the visibility ![]()
Pimped ![]()
Looking quite cool and a major improvement from before. All I can say is keep up the good work
I really enjoyed playtesting this map.
You will need a visibility pass on your walls and encounter points (which looks like it won't be that much of a challenge).
*thumbs up*
this theme looks interesting... i like it very much! keep it going ![]()
Haven't done much since I took those pics ^ but going for a playtest on 29th
Post playtest changelog:
-Blocked off some annoying angles
-Removed minecart on B site
[Blocked Image: http://i.imgur.com/7jnbHXE.jpg]
-B short is now detailed and it's a lot more open (gotta add a lamp or something for visibility)
[Blocked Image: http://i.imgur.com/ORGB3SG.jpg]
-Fixed most bugs I remembered (fade distance on some props, broken displacements, ...)
-Experimenting with some blend textures (new detailed area above)
TODO: all interiors, some minor stuff around CT spawn, further optimization, 3d skybox, visibility tweaks. Hopefully get this done by the end of 2017 lol.
I've added some hints now so performance should be a bit better. It's on workshop. Would be great if someone who had performance problems on the last playtest could check how it runs now.
Did you add any horizontal hints? That's what this map needs more than anything. I'll review whats being rendered tonight ![]()
Dig the Old West theme.
So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?
[Blocked Image: http://i.imgur.com/Xu49hQS.jpg]
[Blocked Image: http://i.imgur.com/Ryo5rpp.jpg]
Quote from jd4018 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?
Second screen looks very natural. I would leave it as it is. ![]()
Quote from jd4024 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?
You could try removing the big red lines, they just seem a bit incongruous with the overall theme. Other than that I think it looks very nice.
Made a radar image
[Blocked Image: https://i.imgur.com/g9mwVg0.jpg]
Scheduled a playtest on 23rd
Apart from clipping and optimization touchups the map should be pretty much done.
Thanks for testing everyone
Somebody asked about lighting. Here's some screenshots of what I tried so far
[Blocked Image: http://i.imgur.com/vYgzYNs.jpg]
[Blocked Image: http://i.imgur.com/P6oNk0y.jpg]
[Blocked Image: https://i.imgur.com/s1Am5um.jpg]
That last pic is from yesterdays playtest, but I've increased the sun angle a bit since. The reason I chose this over the second pic is shadow advantage for CTs.
Other changes:
The last thing to do left is soundscapes.
Wowa, this looks legit : D!
you can increase the optimisations massively by moving high up models into the skybox. this will stop large areas of the map being drawn at once.
Quote from jd40On 13/03/2017 at 1:03 PM, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?
I think if you removed the lighting in the upper area, and increased the lights in the lower area (as well as use a lighter floor texture, these are so 2004) this would improve the look a lot. Some spots would be great. I haven't played the map yet so I don't know if the upper area is walkable or not. Usually area that aren't walkable should have less contrast and should be less lit. Here it's the same color/lighting everywhere so nothing really catch the eye. Just my 2 cents. The second screen is fine but some more rocks and grass wouldn't hurt I guess. EDIT: also add some leaves under the tree
Don’t have an account yet? Register yourself now and be a part of our community!