Looks really good. I like the atmosphere. Two nitpicks are that the bombed tanks look unnaturally black (the burning cars match the environment much better) and that the sandbags have a bit borked vertexlighting (the upsides of all the bags are fully lit even though they are in shade). Are the bags placed individually or is it a big chunk of bags? These are just nitpicks though, overall it looks great.
Posts by Nurb
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Hey, I have a problem in source with the env_fog controller. The fog looks as intended ingame and it fades nicely between the primary and secondary fog color like it should. But at some viewangles the fog begins to flicker between the primary and secondary color. I tried to up the lerptime of the fog controller but it had no effect

Anyone recognize this problem?
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Looking good Slainchild, although I'm not a fan of generic sci-fi maps

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Rhetoric is always best used disguised as humor

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The only reason why some fans wan't Diablo 3 more "grainy" is because diablo 2 was as pixely as any 800X600 game, and the only reason why some fans wan't less saturation is... heck, beats me, Diablo 2 is colorful as hell (get it? >_<). I say "some" fans because I'm a great fan of the series aswell, and I for one think Blizzard has done a great job with the art direction

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Realism isn't something I strive for in this environment, but it is very true that if something looks like a root/tree people will expect it to behave accordingly. Hmm, I could try to make the grass, leaves and bark look less "earth-like" which might help with the immersion. Thanks.
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Thanks
I have animated that light material with a panner node to give off the effect of movement in the illuminated dust. -
Quote from Warby
also i must applaud you for your respond to hessis admittedly harsh post ! (that i kind of agree with to some extend)when i read hessis post i had a precise image in my head what your respond would look like. luckily it looked it looked completely different it was non confrontational, polite and honest. and shows actual willingness to learn.
Thought exactly the same (same wording and everything, woah!
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Actual roofs on buildings is always a good idea. I see way too often buildings like this, in leveldesign, where the wall textures just go all the way up to the top of completely box-shaped buildings. As an half-architect that makes my soul weep

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Been working some more with light and atmosphere. Added vegetables hanging from the walls and gave the roots some texture.
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha5-03.jpg]
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The right image looks EXACTLY like diablo 2

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I've followed your work on this map and this really is among the absolutely strongest works I've seen done in Source. I can really tell how much effort you have put into it.
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Jetsetlemming: I know it's a very old engine, but thats some eye-crippling tiling textures

Nightwolf: Looks very good so far, though I would generally like to see some new great assets in the TF2 mapping scene. But it's the same thing with any popular modding game I suppose, after a while all the viable combinations of the assets have been used allready. Looks like an interesting design nevertheless.
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One more screen from my wip:
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-10.jpg]
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Eirie environment Mr. Happy

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Some more screens from my UT3 map. Textures are still wip or just base colors so far.
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-06.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-05.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-07.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-08.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-09.jpg]
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I partially solved the problem thanks to Drevlin and some of the guys in the unrealed channel on quakenet. Thanks guys! The problem that was solved was the one causing the normalmap to be lit differently on the different sides of the UV edge. This was solved by unwrapping the mesh letting the UV edge be as vertical as possible as explained on this site: http://udn.epicgames.com/Three/LightMapUnwrapping.html
I wasn't able to solve the other problem with the UV edge acting as a hard edge, but was able to go around it in a sorta ugly way. Would still appreciate if someone has a way to solve this problem.
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Looks like one more fun thing you can do with balls!
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Seems simple and fun, gonna try it out later. How long does the game take to finish on average, and will you continue working on it for phase 2, 3 and 4?
Anyway, good luck in the contest!
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I think if the size-limit idéa and the use any engine you want ideá are combined maybe the size of the map could be limited in X player lengths instead of units. Just a thought. Don't think I have time anyway

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Looks nice slainchild. Maybe mix up the color a bit though. As a competitive UT player (though now retired) I loved the previous pack. Keep it up

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Aside from making an endless amount of orangemaps for Decadence I'm working on this UT3 DM level
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-03.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha3-04.jpg]
All static meshes and textures are custom and no visible brushes are used. Atm all textures are wip and most static mesh textures are just a base color so far. There will be a couple more illuminating elements in the map later on, so some of those very dark areas will not be quite as dark in the final level

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Ah, thanks for enlightening me
