Finish this mang!
Posts by The Horse Strangler
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Quote from tofu
Youme and Orange, they go hand in hand
I'd really like to see something completely different coming from your work Youme, your levels are great, but they're all the same theme. The lighting stuff here is a nice attempt at mixing things up a bit, but you're still in the same style as your last two maps and it looks like you're heading in a similar direction with CTF Slate.Why not try something different, like industrial (well) or alpine?
I agree, I feel most of your maps suffer the same problems Youme.
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I second Jean, this Fucking awesome indeed.
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I think we should squirrel. Though I also never used google sketchup, did you know you can carve in it and never crash, because it carve's in quads? Google sketchup also has it's own lighting preview and can place entities for hammer to use, but can't do normal things like place logic and work with I/O.
GOOGLE SKETCHUP DEFEATS HAMMER TEN TIMES OVER BUT CAN'T USE LOGIC_RELAYS
Google seems to win people over again.
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Been playing with the lighting of my TF2 map cp_factory. It was bright before, much like 2forts lighting though I wanted something a bit different.
[Blocked Image: http://farm4.static.flickr.com/3615/3503958656_e4c820da8d_b.jpg]
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Man that's some nice Lighting, I'm glad to see some sepia color correction used in a war game like this, as oddly it's hardly ever done right. You managed to get everything just right though, great job.
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Nice stuff man.
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Quote from Jenn0_Bing
How are you generating these? Ive tried a few methods, but they've all had extremely unsatisfactory results, or been extremely long winded. I haven't seen results quite as strong as yours before.
In due time, hopefully once I get the method down to a simple version, I can write up a tutorial.
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A better example, with Jitter calculations, meaning it adds dirt effect to the ssbump. This is the ssbump example straight from the PDF, but generated with a different Tool.
As far as I know, Valve may release theirs sometime this Year, or next
. But theirs is tons better.[Blocked Image: http://farm4.static.flickr.com/3116/3202865018_2f46f140fd_o.jpg]
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Welcome man, It's safer here
.Aside that, I agree with the posts above me. This looks well on it's way to being a great PL map, It's not visually cluttered like some, while it looks to never loose it's art balance either.
The best thing you can do is wr out some external lighting, and some minor detail. Bit more foliage and wood structures and such.
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Been playing around with SSbump creation, a new method of Normal mapping for the Source engine. You can read about it here actually: http://%7boption%7d
[Blocked Image: http://farm4.static.flickr.com/3463/3185488333_f0bba9c7b3_o.jpg]
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Use mat_luxels 1 in-game to see the location issue, along with the +showbudget command windows.
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I currently run 32bit PS on Vista 64bit, works fine for me.
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Gave it a play and DAMN, it needs some major Texture Budget optimization applied to it. You have a lot of unnessary Lightmap resolutions set to around 6 or higher. Also bring in some areaportals, the map itself is to wide to render all at once, along with the use of Func_Lod.
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Looking good, I could only imagine the lolz you'll get when tossing Foe's off the Mountain.
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Quote from Warby
best original tf2 setting yet *applaud* ! that looks great especially the last shot !/edit i meant the first shot i opened them in taps in the wrong order doh ...
I agree, I'm hoping to see some major awesomeness with the Sky scenery though, maybe Mario Galaxy style. Then again, that's me.
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It's looking good, I like the idea of it being atop a large elevation, meaning a lot of Lolz when people fly or fall off.
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Damn thats awesome, most original Idea I've seen so far for a Payload map.