Looks great. Though judging from the screenshots I think the map needs more contrast. Something to break up the yellow-brown look.
Posts by Pingu_swe
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Quote from Grippy0
The light is cast on the wall below the actual lamp.
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Total Annihilation - Best RTS ever
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Quote from Rick_D
and then you can walk through trees
or you have to manually place clip brushes on every tree
totally voiding the point of of making a collision model
You can already do that with those models. The error message says there is no collision model for the model. So changing the setting for those models would just remove the error messages.
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Code
SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl) SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl) SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl) [...]You can remove those error messages by simply changing the collissions to Not Solid.
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I really like the outside, very nice. But I am not impressed by the indoor.
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This is actually one of the maps I have played for INS. The detail is excellent, aswell as the map! Love it.
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I like it, except the marines, zerglings and zealots. All core units don´t look like I think they should.

Marine - The white thing at the gun annoys me and they sheild is a nono. They should look like the artwork.
Zergling - Look like something between a wasp and grasshopper. I want something more like the creeps in starship troopers.
Zealot - They look so zilly instead of the powerfull look they should have.
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Title: cs_occupation
Spawnpoints: 64
Map Type: Hostage Rescue
File size: 38.8 MB
Pakrat: Yes
Author: Emil Fridell
Alias: Pingu
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Finally after 2 months I release cs_occupation. I have listened to the most important feedback since the beta2 and fixed them. I hope this is a map which can be enjoyable for most people.
[Blocked Image: http://hem.spray.se/furuslatt/bild…occupation1.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…occupation2.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…occupation4.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…occupation5.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…occupation7.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…occupation8.jpg]
Map: http://%7boption%7d
Includes all custom textures, a custom radar and nav file.
More screenshots can be found here: http://%7boption%7d
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I think I have a quite realistic mapping technique which make my map look ordinary. My goal was to make a fun map not the most original, that´s why I spend over 1 month mostly only working with the layout. Gameplay > Visual
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Quote from Evert
Looks pretty good really, the lights from the windows in the second screen looks weird with only round shapes.Also the area visible through the windows on the last screen looks bad, otherwise it looks solid.
The lightmap on the floor is now increased.
Quote from hessithe ambient color of your skylight is too blue/saturated. reduce the saturation like 70% make it a soft/decent blue. atm its much too strong
the rest looks pretty solid, but lacks of originality

I changed the skylight for a more soft look. You are also right about the orginality and I honestly don´t know how to deal with it
.Quote from Mkzshouldn't those pillars be a bit bigger in the first shot?also the first shot lacks detail. but its a wip so i dont care.
The first shot shows the T-spawn and hostage. Since I got 32 spawns there my possibilities are limited. But I still think I need to add more details, I just don´t know what. Any ideas?
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I began creating this map almost 2 months ago. The first month a just worked with the layout trying to create an enjoyable map. After beta1 I started to work on the visual and now I have finished beta2. I still have work left to do (i.e. radar overview) until I can release.
[Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2a.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2b.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2c.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2d.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2e.jpg]
[Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2f.jpg]
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Quote
When the tides of war turn, players must always remember the maxim, “the best offense is a good defense.”
Isn´t it the other way around? The best defense is a good offense.” Atleast that is what you say in Sweden. Anyway good read.
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The lamps on the floor are white while the light coming from them is yellow. I would use a yellow sprite to make it look better. Nonetheless were nice map.
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Me wants... a better computer

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Very nice indeed!
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I had a hard time keeping it detailed without decreasing fps. The open streets make it hard to optimize. But you are right, I probably could have added more details in some areas.
The most important though isnt the visual, it is the gameplay. I hope de_streetwalk will be fun to play. Atleast I enjoyed playing it, even with bots.

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De_streetwalk
Max players: 64
My new creation began first as a small scene and ended as a complete defuse map. First I just wanted to make a small scene to have in a future portfolio, but I got some wishes to make a "real" map. It triggered me to start think about what I could do with my scene. After some work on a layout I decided to create a defuse map. Now, 2 months later, the map is finished.
Enjoy!
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