OMG now that is what I call mapping~~ !! ![]()
Posts by -Stratesiz-
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Those textures bring a lot of memories. ~
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Maz what about that foxhole or whatever the hell it was called?
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TEH SEX~
Excellent models! Excellent lighting! Excellent everything!11
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THE FIRST PIC OF MY FIRST MAP!!!
[Blocked Image: http://koti.mbnet.fi/stratty/images/firstpicevr.jpg]
[Blocked Image: http://koti.mbnet.fi/stratty/images/firstpicevr2.jpg]
The final version:
[Blocked Image: http://www.kolumbus.fi/casimir.tuomi/images/cs_futurcom_now.jpg]
[Blocked Image: http://koti.mbnet.fi/stratty/cs_futurcom/cs_futurcom2.jpg]
[Blocked Image: http://koti.mbnet.fi/stratty/cs_futurcom/cs_futurcom1.jpg]
[Blocked Image: http://koti.mbnet.fi/stratty/cs_futurcom/cs_futurcom6.jpg]
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Very cool but what about the bottom areas in the map?
It's kinda hard to grab pics from a map this insane

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Very creepy, very cool. Great lighting but the glow sprites do look odd.
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Oh well I'll see what I can do.
I've done a lot of grouping already so I managed to drop the brush based entity count to 345. The bad thing about grouping is that it really inreases the r_speeds in the map. I might be able to free two more slots but that's about it. TS requires a lot of breakables and the limit itself is pretty low as well.
QuoteYes, model lights would be a nice touch but I would like to see the actual source of the light, as in a bright spot in the model. This would require two models with different settings yadayada... and since I can't use more brush based entities it's out of the question. I just hate the HL1 engine and all its lame restrictions.
Oh sorry I was a bit unclear. I meant the light source for the model being an invisible brush based entity as you said.
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Very cool stuff indeed!
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As a matter of fact the chairs are models, but they are just extremely plain ones that I only retextured. I don't really like them but I'm not a modeler and they can't be really that complicated since there are six of them and two more sofa models in the background.
I'm pretty much maxed as far as brush based entities are concerned. A few more them and HL would crash.
Yes, model lights would be a nice touch but I would like to see the actual source of the light, as in a bright spot in the model. This would require two models with different settings yadayada... and since I can't use more brush based entities it's out of the question. I just hate the HL1 engine and all its lame restrictions.
I've done some floor lighting as well in the map although I don't really think it fits the theme I had in mind. Well I did have some other ideas I never really tested out so I might run some quick tests next week.
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I just wish source would be capable of creating such stuff. The image has clearly been rendered and photoshopped.
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Thanks sirs.
Stolve: It's an "western meets asian culture (mostly Japanese)" type of office focusing on stock market stuff/financing/consulting whatever, but without the offices.

I think I've had enough playtests already so no more tests. Testing/beta stage is over now.
/me thanks OL and peri for the modelling help.
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This is most likely my last HL1 map, mainly because I'm such a slow mapper.
Anyway, the map is just about finished now. There is still some minor texture, r_speeds, lighting, detail tweaking left, however, these pictures will give a rather clear view of what the final version will look like when TS 2.2 steps out the door.
It's pretty much a relief for me to stop working on this map since I haven't really been able to think about anything else lately.
Over 6 months of work is finally coming to an end. FINALLY!~
[Blocked Image: http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo1.jpg]
[Blocked Image: http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo2.jpg]
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[Blocked Image: http://www.kolumbus.fi/casimir.tuomi/antrodome/antro_promo9.jpg]
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Let's be cuddly friends again. ~
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That's what I said. It's a game so I don't care as long as noone exaggerates the facts, it's not 100% realistic. Then again, the guy said the point was to make it as realistic as possible, without sacrificing gameplay aspects and I don't think today's AI can create totally authentic behavior so I'm fine with that. It might have its minor flavs but I'm sure it will be a great game so let's not argue about it anymore.
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Some things never change. Never leave your buddies in the open. Dive, rush, dive. Hand signs. Basic stuff. Tactics on a grander scale might be completely different.
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Fox is right. Period.
Then again it's just a game so I don't care. However I don't like dishonest or exaggerated hype. One of the most realistic games up to date? Yes. Realistic? No. A great game? Most likely.