Quote from Nz-NexusThe map is nice but it's not fun to play on it. And why i really feel so, i don't know. It's maybye the gameplay.
You mean the gameplay might be the reason its not fun to play!? Your powers of deducation shock and amaze ![]()
Quote from Nz-NexusThe map is nice but it's not fun to play on it. And why i really feel so, i don't know. It's maybye the gameplay.
You mean the gameplay might be the reason its not fun to play!? Your powers of deducation shock and amaze ![]()
Nah its pretty unlikely. I went through a phase of joining mods that appealed to me, but in the end I got fed up with them dying, not getting anywhere, or lack of communication with team members. These days I'm only likely to join mods if I'm asked personally by people I know, like the idea of it, and have the time. For example I'm currently on the AG2 team (though somewhat inactive due to uni) as I was asked by players I respect, and agreed that HL2DM could use an overhaul. I think most of the more experienced mappers in the HL scene at any rate are kinda the same - I rarely see mod recruitment ads receive any more than advice on how to better advertise ![]()
The texture repeats pretty poorly on the first texture, but it looks really nice on the second one.
Centrum, the changes have been subtle but for the best I think. Its a nice texture as far as I can tell, but I can picture it repeating kinda badly due to the standout features on it.
People seem to get pissed off with mods only having weapon renders to show, as its kinda the norm for mods to have little else to demonstrate. I can see why people are bored of seeing it, but at the same time, I'd rather have weapon renders than absolutely nothing. I also tend to prefer weapon renders to crappy generic map shots that use entirely standard resources and look like shite ![]()
Heh, neither did I, only skimmed the thread and obviously missed the bump ![]()
/pleads ignorance
Dunno if you've seen any other maps by KIIIA Marcos, but typically his themes are completely crazy mixes of settings.
I'd love to see people trying to reclaim their clothes from the washing line in the last picture, seems a bit of an inaccessible location to put them ![]()
I like the blues but overall the lighting is kinda bland - perhaps introduce subtle variety in the main ambient lighting colour?
Yeah, because old victorian wooden framed buildings really do only exist in google image searches, and Tides really is undeniably ripping off said buildings :roll:
Too dark down by the sub I reckon, but then perhaps thats just this non-mine monitor at work again. Otherwise its looking quite cool. First shot could possibly benefit from some impression of grandeur from a 3D skybox, but it looks like this is set in some tundra region so perhaps its expected to have little in the way of terrain outside the compound.
I probably sound like a bit of a "me too!", but I am sad to hear about Troika. I didn't play Bloodlines as the Vampire setting wasn't a great pull for me, but that post-apocalyptic tile based 3D *cough*fallout*cough* kinda game was looking really promising
Best of luck finding employment elsewhere.
Haha, indeed it would! Looking at the models I would never have guessed it was for Wasteland. They do look excellent though, nice work ![]()
Hmm, I kinda liked it more before. Too dark now if you ask me, almost unplayably so judging from the pictures alone. Meh, maybe its this monitor (not on my own computer) since everybody else seems to love the lighting.
Oh HL1 and its horrible large lightmaps
What chop value are you using in RAD? You might wanna try lowering it in order to reduce the stepped effect of that light_spot - 32 is the value I normally go for. Oh and a single satchel seems like a hugely underwhelming weapon to place in such a prominent location!
I think we should keep in mind that this was a map being made by just one guy (or at least thats how the older update news sounded to me) - there are no custom resources for it by the looks of things (while all other CS:S maps use mostly unique resources), so its really to be expected that its not of the usual Valve quality.
That said, it really does look a bit amatuer in some areas. The road texture with the mud on the sides for example, really doesn't merge well with the textures alongside it and they should have changed that at least (even by making the terrain a disp. surf. and making it overlap the road or something would have helped). The internal brushwork is really pretty simplistic but it doesn't really look bad as such, just far from breathtaking and a little too boxy.
Well, I'm kinda glad for a small map to be honest, should be fun over our LAN.
I don't think Yak has asked Valve about it, might be a good idea though so I'll suggest it to him.
Func_walls will still hold many of the same benefits of func_details, but there are some differences that will make them inappropriate to use all the time.
Func_details...
No entity info (no memory overhead in game)
Casts shadows
SHOULDN'T cause face splitting
Doesn't affect VIS
Func_walls...
Entity info stored (slight memory overhead in game)
Does not cast shadows by default (you can turn it on, but if anything like HL1 it is compile time expensive)
Doesn't cause face splitting
Doesn't affect VIS
I really like the look of it, but I'm not keen on the shape of the floor indent in the last screenshot for some reason. Angled surfaces like that were also very dodgy in HLDM at times IIRC for the reason it often snagged the player, so you should probably clip it off to be perpendicular with the floor as well just in case.
Yak_fighter over at the Snarkpit noticed this and did a little bit of research into when it occurs. It seems that it isn't always the case that func_details cut up world brushes, but it happens on occasion. Apparently it happens most often when the func_detail and world brush share an edge, though nobody could offer a decent explanation as to why.
Try making it a func_wall just for experimentations sake, and find out if the face splitting occurs with this.