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de_static *RC VERSION DL* - updated 16/02

  • JamesL
  • April 8, 2006 at 9:24 PM
  • Evert
    • January 22, 2007 at 2:57 PM
    • #81

    It looks great

  • JamesL
    • January 22, 2007 at 3:24 PM
    • #82
    Quote from Gorion

    edit: btw, the gras/trees do look like an area from guildwars (pre-searing ascalon)

    Regent Valley I think? Shame the Source engine won't let you do the kind of dynamic falling leaves thingy that GW allows.

  • hessi
    • January 22, 2007 at 3:33 PM
    • #83

    this looks damn nice. tell me when there is a maptest. i will quit any task to play this map.

  • FrieChamp
    • January 22, 2007 at 3:52 PM
    • #84

    Sexy!

  • Polaris
    • January 22, 2007 at 4:36 PM
    • #85

    Looks very good. Just a nitpick, between the garage and those generator things it doesn't look as if there would be enough room for a truck or anything to park though of course that has no effect on gameplay or anything ;o

  • Gorion
    • January 22, 2007 at 5:56 PM
    • #86
    Quote from JamesL

    Regent Valley I think? Shame the Source engine won't let you do the kind of dynamic falling leaves thingy that GW allows.

    yes Regent Valley, thats the one i mean

    you could make the leaves falling, in the same way you make rain/snow/ash.

    Quote from hessi

    this looks damn nice. tell me when there is a maptest. i will quit any task to play this map.

    same for me

  • TeddyBear
    • January 22, 2007 at 6:01 PM
    • #87

    Very impressive! The first and fifth pic looks a bit like what I've seen from Crysis. Wonderful job

  • Dodger
    • January 22, 2007 at 7:02 PM
    • #88

    Just Awsome..

  • Mazy
    • January 22, 2007 at 8:07 PM
    • #89

    Some of the best looking stuff I've seen on Source so far, great stuff~

  • Minos
    • January 22, 2007 at 8:51 PM
    • #90

    Yeah I love the lighting, it looks very real and believable.

  • RA7
    • January 22, 2007 at 10:52 PM
    • #91

    YAY!!!

  • Bl1tz
    • January 23, 2007 at 10:24 PM
    • #92

    Looks Valve/Turtle Rock quality -- let me know too when you're testing it

  • JamesL
    • February 16, 2007 at 10:05 AM
    • #93

    So here's the latest WIP version of the map. I wasn't sure if I wanted to release this version of it, since it's still needing a serious last layer of polish and fixing up. However I think the map needs a last round of feedback before I go for a final. (It was actually Hessi's harsh but fair post on dod_eidelweiss that persuaded me to release this).

    Known issues:

    Some texture alignment bugs.

    Model collisions.

    Some of the models need re-skinning (remaking possibly, I pretty much suck at modelling still).

    Totally unoptimised - FPS is shite in places.

    Nav mesh is rough and dirty with no place painting.

    You can escape from the map in some places.

    Some z-fighting where the tree shadow overlays hit displacements.

    Soundscapes appear broken in this build.

    Some of the overlays are a bit crap.

    All comments and crits appreciated. I am pretty much set on the layout now, I just want to concentrate on making it look nicer and fixing bugs.

    http://%7boption%7d

  • hessi
    • February 16, 2007 at 11:22 AM
    • #94

    you listed a few of the things i noticed too. the tree shadow displacement thing shouldnt be hard to fix: instead of overlapping displacements better use 1 displacement with mutliple overlays. you can edit the renderorder, that everything fits.

    [Blocked Image: http://thomashess.net/de_static_cc.jpg]

  • Dodger
    • February 16, 2007 at 12:51 PM
    • #95

    As I said before in this thread: the map itself is very good but I have not tested it yet so I will do it now..

  • ⌐■_■
    • February 16, 2007 at 2:17 PM
    • #96

    Hessi, you rock.

  • dux
    • February 16, 2007 at 2:53 PM
    • #97

    Very nice. Agree with hessi 100% too

  • Rokusho39
    • February 16, 2007 at 4:07 PM
    • #98

    Well, I played the map for a wee while and found just a few details that need ironed out, sorry if I'm repeat anything, but I don't think so...

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_beta0000.jpg]

    Floating prop! Yay!

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_beta0001.jpg]

    random spike at T-Spawn in displacement

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_beta0002.jpg]

    Near impossible to tell this was a bombsite visually, needed the radar to find it, possible write a big A/B on the walls in white?

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_rc60007.jpg]

    No clipping on the jet engine.

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_beta0004.jpg]

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_beta0005.jpg]

    That was me getting stuck behind the damn metal girders when I dropped down.

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_rc60006.jpg]

    Can you make the skylight breakable, so I can through flashes into it?

    [Blocked Image: http://i40.photobucket.com/albums/e219/Rokusho39/de_static_rc60005.jpg]

    Fan needs to be moved up a few units, I can see a gap all around it.

    Absolutly loved the rest of the map though, I'm deffo getting this on my clan's public server when this is done (may even get the beta on it).

  • OrnateBaboon
    • February 18, 2007 at 1:47 PM
    • #99

    Its nearly there Some minor issues I found.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60002.jpg]

    Gaps in the pipes, and one of them sorts through the other.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60003.jpg]

    Can't see some of the trees in the background

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60004.jpg]

    And then they pop into view.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60005.jpg]

    Speaks for itself

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60006.jpg]

    The model seems too dark - maybe info_lighting will help

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60007.jpg]

    Could be good to add a grate here, with pipes underneath. Possibly break some of the tiles as well.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60008.jpg]

    Arch looks a bit squashed. Some more polys on it could benefit.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60009.jpg]

    Dark prop.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60010.jpg]

    Supports under stairs look a bit too thick. Maybe reduce the width by a few units.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60011.jpg]

    Can see the barbed wire

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60012.jpg]

    then it disappears.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60013.jpg]

    Dark prop - info_lighting will help.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60014.jpg]

    Stretched overlay.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60015.jpg]

    Texture looks a little low res.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60016.jpg]

    Pipes go through fence.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60017.jpg]

    Leaves look a bit too big, and there is a strange lip peeping over the grass.

    [Blocked Image: http://www.chehamilton.com/Random/de_static_rc60018.jpg]

    Black trees in the background.

  • JamesL
    • February 18, 2007 at 5:27 PM
    • #100

    Great feedback guys. I'll work on getting all the issues you mention addressed over the next few weeks.

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