so one thing i leared for sure is to do more public beta stuff and name your releases _alpha_05 _beta_02 _rc_1 etc ... so even you always have the option to change it wothout causing to much map differs form server hassel ![]()
Posts by Warby
-
-
so in general i agree with everything you say adam but just like with most of the more critical posts here you like everyone else are not in the trenches you have no idea what other technical difficulties i had to over come to make this map work at all
so let me just comment on the points one by one in a hopefulyl friendly and professional manner =)*iam not justifieing anything here just trying to make everyone understand better*
Quote from AdamBromeWarby, sorry for the late response but I finally had a few minutes at work to load this up.-Valve lights assets with environment map masks weird when in the dark. Your envmap saturation and contrast should be turned down (in the .VMT) on certain objects to correct thing. The view finders specifically come to mind.
*YES and this is especially bad with hdr turned on without hdr it looks the way i wanted it to. i just found out yesterday that you can change the reflectiveness when hdr is turned on ( hessi told me )... to late now *SOB*
Quote from AdamBrome-The textures used for your skyportal meshes look really cartoony when compared to the rest of your texture work. It's a contrast thats all too obvious, and ruins the effectiveness of the setup.
*they are all screenshots from building that i actually have inside the map

so i blame the mipmapping
*Quote from AdamBrome-Water is a multiplayer killer for CS: S. Did you know this? There's things you can do to water to make it efficient for multiplayer gaming with Source. One of the things I know to help is making the water non-clear.
*i did not know ?! i really liked the water in militia and aztec those maps are being played right ?! i assume you talk performance when you say playable ?*
Quote from AdamBrome-You're using a single model for a huge vertical aesthetic of a building and this causes major lighting issues. In one spot it works well, but in others it looks horrible as the model is lit lightly but the wall its against is dark. There's ways to work around this. Firstly, the engine vertex lights from the assets origin so having a large asset like that is extra prone to lighting failure. You could break the model up and piece it back together in Hammer - thus giving you multiple original and more accurate lighting.
*this also splits it into smaller batches which will result in even worse fps and the people already complain about it also the compiler's crash when you use 4096 entities right now i use 4095 the last month long i had to sacrifice an entity for each new feature i HAD to implement so splitting models is really not an option actually combining is !*
Quote from AdamBromeThe other fix is to use 2 new vrad parameters that you'd add to hammers compile window in export mode. -staticproppolys and -staticproplighting. This will tell vrad to create lightmaps for all static props and essentially create self lighting assets.
*that sounds pretty cool but where odes it get the uvs for the lightmap ?! sounds like it will be one huge artifact hell to me personally but i am really curious about this and i am gonna try it in the future
*Quote from AdamBrome-Again, great job for one person.With all of this said - do you work somewhere?
i am looking for a job right now
all in all i am once more a bit wiser thanks to you guys and i promise the next map will be even more pwnage

-
-
lots of studios try to get better facial expressions in their games ?! haven't you played hl2 or resident evil 4 if they succeed or not or if they head into the right direction or not is of course up to you to judge i for one think that it is more important right now to have the characters
STOP waiving around with their arms while talking rather than
START moving the face more

-
kinda not a game really but definitely some impressive code

-
first when i saw that i was like:
omg where do i turn this ..... off .... wait .... thats kinda ... kinda funny

yeah you have my go for that splash screen pack go go go
-
i just boughed psychonauts(pc) for my little cousin as a christmas present so that he gets some quality game time outside of WoW i think i am gonna reinstall psychonauts right now and start playing it again =)
-
see i was originally goign for that EXACT look and everyone hated it !!! i think it looks great like really "happyfuntimefairytalecartoony"-positiv =)
so even though i am not sure what exactly your doing that i have to give my ok to ... but the ok you have

-
-
*hugs teh style* but i think yo should make the lighting more high saturated and more intense while at the same time making the fall offs more extreme
-
i think the brush based stealth bomber has a certain old school charm =)
-
someone please i need that pw for the mapcore pimpingacount D: ?!
-
is it just me or does lazy not actualy care about the map and the sounds at all ... and is actualy just here to fight with hessi probably becasue he envys him

i posted an explanaiton/apology for the lack of a high quality sound and all i see is quotes from hessi and my comment gets comepltly ignored.
dont get me wrong i just dont want any fights

-
unfortunatly the hl compilers only allow for a maximum of 4095 entitys at 4096 it will crash i had to make big sacrafices/cuts in order to have any sounds in this level at all

but i dont concider myself a big audio guy anyway

-
i would get rid of the stripes in the back ground i used to be a big fan of scanlines on webpages too .... but have you ever seen em on an lcd that has just the slightest bit of ghosting ?! i am telling you eye cancer supreme !!!!
-
thanks for the mirror vivi =)
and thanks everyone else for the feedback =^.^=
-
took about 5 month to make
mesh compiling man there so many problems and bugs D: mysteriouse pink and black checkers out of place physics boxes lods in wrong order that lod stages getting hijacked from other models O_o
-
thanks ^^^^
i forgot to mention its a counter strike source map for those who havent figured it out form the de_ or the hud

and its 100% pure custom content !!!
i really need that mapcore pimping acount pw
http://www.mapcore.net/forums/viewtopic.php?t=3545
someone PLEASE ..... i must have it

-
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_01.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_02.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_03.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_04.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_05.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_06.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_07.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_08.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_09.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_10.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_11.jpg]
[Blocked Image: http://riviera.heaven.nexusirc.at/warby/leveldes…de_wanda_12.jpg]
mirrors:
layout, bsp, scripts, models and textures by soenke c. "warby" seidel ( http://www.warby.de )
photo resources, hdr-sky and entities support - thomas "hessi" hess ( http://www.thomashess.net )
inspirational paint overs - scott duquette sama ( http://www.scottduquette.com )
awesome maya exporter and debugging help - prallhans ( http://mitglied.lycos.de/prallvamp )
special thanks:
riviera for maintaining my website while i was making this map.
kokosovar for the french poster text translation.
dodger, ornatebaboon, barrakid, defrag, r_yell and acumen
for the help with the audio and bomb targets.
the bfc berliner fight club clan for providing the dedicated beta test server.
the [00] clan for web hosting of the map file.
the [env] clan for help testing the map even if it means to sacrifice social life

greetings to:
x-tender carny sa74n xenon bedlam krueps alec moody linga lord scottish shimmer sixshooter lumpn zacker
everyone from mapcore cs.maps and all polycounters
known issues:
-when using the coin operated binoculars be careful to not get killed or the player camera will get stuck in there forever
how to fix: we have to wait for valve to address this engine bug for now don't use em or reconnect if it happens to you.
*if somebody feels like adding a mirror please do so ! thanks in advance



-
ohahhhhahaha i did a FINAL compile the last 29 hours D: and the light-maps look exactly like in the full compile which takes barely 3 hours which means that vRAD stroked its own balls for an estimated 26 hours !!! and robbed me of my sleep because my machine is in the same room as my bed and is REALLY REALLY LOUD D: now of course i found a really mean bug again and the 29 hour compile was worthless but i am gonna fix it really quick and make a normal full compile that will only take 3 hours so hopefully tomorrow there will be the final release ...