I dig that concept, a lot, but damn, that map is pure ass
I am making a DoD:s map.
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Quote from Dradz
Since I am the noob of the bunch here, I'll bite -- what makes it looks so bad?
-Very visible fog that doesn't match the skybox
-Ugly exterior texture choice
-Dull lighting
-Close to zero destruction in the map
-Conflicting themes in some areas (Italian architecture/industrial)
-Open areas with nothing interesting in them
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A tiny update. I am still trying to figure out how valve gets their interiors so well lit without ANY light casting entities.
http://www.uploadhouse.com/fileuploads/ ... 3d40f8.jpg
EDIT: I figured it out
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oh jesus christ I give up
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a light entity with constant set instead of linear
i won't explain it in detail because you figured it out - but others might like to know <_<
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Sorry, Mapcore shit itself
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Okay okay, so ugh, alright I will see what I can do
AND MY LAST FUCKING IMAGE WAS UPLOAD HOUSE YOU PEWP
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wtf is going on here right now?

i agree that the hole in the house is either too big or needs some "pillars" because the roof seems being untouched. the roof would be too heavy for being hold up there with such a big hole underneath.
maybe working out a basic layout with developer textures might help you to not screw detailed geometry through those problems.
be gentle guys!
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What about this then? (obviously not done detailing rubble wise, but you get the idea)
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Thats better, but honestly I question the wisdom in even doing that. Its not great gameplay wise, optimization wise, visually and its not very plausible in terms of real life, if a building got hit that way it'd fall over on the heavier end no question.
You seem to be making reallllllly overwrought stuff, take a look at the Valve maps. The biggest holes in the buildings are maybe 128 MAYBE. And that technique is REALLY tacky, its overused in DoD:S maps and one of the reasons they all look the same.
Keep shit simple, don't make crazy displacements. Make the focus of the map the architecture itself, don't make the buildings an afterthought for you to put a ton of holes in
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Definately an improvement, but I'm not sure the glass light fixtures woulda survived whatever did THAT amount of damage.
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Exactly my thoughts. They kind of stand out in an unrealistic way. PONE's feedback seems to make too, substansively.

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Looking back on my map, every building I wrecked I feel guilty for, it was pretty much because I was too lazy to make anything interesting there.
Its much easier to make a generic bunch of wreckage than a compelling piece of architecture
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Quote from ReNo
Definately an improvement, but I'm not sure the glass light fixtures woulda survived whatever did THAT amount of damage.
I think I said this in an earlier post too, so JP, you should pay attention to this one ;D
or you could loose the hole, put in windows/balcony for players to shoot from and keep the lights..
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