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de_burg

  • Roald
  • October 25, 2017 at 11:34 AM
  • Roald
    • December 1, 2017 at 12:29 AM
    • #21
    Quote from RA7

    On 30-11-2017 at 5:10 PM, RA7 said: Good LUCK!!

    Thanks but not going to make it. I hate deadlines haha. I have some problems with my PC and overworked and blabla so instead of stressing I will leave it for what it is, give the others a bigger chance and continue on my own pace while having fun and joy working on the map instead of stressing my ass off. I am glad I got this far in such a short time anyways and I would be glad if I can publish a playable version soon for a playtest.

  • Roald
    • January 7, 2018 at 7:53 PM
    • #22

    Fixed some stuff and created a radar.

    [Blocked Image: https://i.imgur.com/3C8jTDA.jpg]

    The map is finally on the workshop: http://steamcommunity.com/sharedfiles/fi…/?id=1261713986

    Overview:

    [Blocked Image: https://i.imgur.com/glr2PY6.jpg]

    @leplubodeslapin I followed your advice and I like it! Thanks alot mate

    [Blocked Image: https://i.imgur.com/ij1hg8Q.jpg]

  • Serialmapper
    • January 7, 2018 at 11:12 PM
    • #23

    I used a similar sky texture in one of my maps a few years ago. In the picture are the settings that i used for the light_environment to better match the angle and the colour of the light. That sunset light will look pretty on those white walls. Give it a try if you want.

    brightness 244 146 113 60

    ambient 143 176 214 300

    The content cannot be displayed because it is no longer available.

  • Roald
    • January 7, 2018 at 11:47 PM
    • #24

    Thanks alot @Serialmapper Will defintly try that out

  • Serialmapper
    • January 8, 2018 at 12:03 AM
    • #25

    You may adjust it accordingly. That sky texture as you can see is more like a dusk than a sunset so that's why i used 60 for the brightness intensity.

  • Roald
    • January 16, 2018 at 9:24 PM
    • #26

    So I was looking at my overview and thinking about some feedback I recieved on the workshop and some ideas came up in mind.

    It hasn't been playtested by anyone so it might be hard to judge, but what about reconnecting the midle entrance for T's in the midle of the mid path so they are further away from A (which has 2 entrances to the site) and closer to B (which has only 1 entrance). Also some guy found the CT paths to A too complicated so what about reworking it like I did on the overview? the red 'X' is a removed path and the green 'O' is a new connection.

    old:

    [Blocked Image: https://i.imgur.com/glr2PY6.jpg]

    new concept:

    [Blocked Image: https://i.imgur.com/r8TcNsO.jpg]

  • Roald
    • January 20, 2018 at 6:51 PM
    • #27

    Yeaah some more spam.

    @Serialmapper I tried your settings with some darker ambient value.

    [Blocked Image: https://i.imgur.com/Kkz8psO.jpg]

    This is how the new concept of the layout look ingame

    Seperated CT / midle path

    [Blocked Image: https://i.imgur.com/JDImyil.jpg]

    New T -> mid entrance

    [Blocked Image: https://i.imgur.com/VricLRi.jpg]

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