I haven't played skyward sword since... 1 years and I'm sure i'm not at the half of the game...
Sad ![]()
I haven't played skyward sword since... 1 years and I'm sure i'm not at the half of the game...
Sad ![]()
The new look of the underground path from my map will be like this :
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-01-25_00001.jpg]
Cleaner, a bit wider but still cluttered. I replaced the vent area by a second floor in this underground path.
This this hot shit !
Understood ! I have some nice ideas already ![]()
Thanks Puddy.
The cs1.6 version of the map was more simple without the whole paths with the vents. Maybe I should try this. I remember when we played on this map (5 years ago weee
) paths were too busy when we were playing with more than 16 players. That's why I added vents. Anyway the source version of the map was more an art test to map a map scary.
I'm actually thinking about making some path wider (the big bunker corridor with those purple crates) but I think i will keep the underground part narrow because it's something I like.
For the art, I just seriously worked the hostage lab part and tested a bit some bunker areas but, hey, don't be so serious on this one, this is very rushed ![]()
Also sorry for hostages but the nav file was rushed just before the playtest.
here is mine : http://www.minerality.fr/private/cs_paranoia_a1.rar
As I said before, graph is pretty wip, so test gameplay guys ;D Thanks !
I updated mine a bit but I don't know if it can be ready (just graph anyway) also I'm not here ![]()
Something I did for cs_siege. I tested official maps without multi core rendering and, of course, v-sync and took note from areas where fps were the worst and what the average was. After that, I tried to have fps in siege map around that. Of course, framerate is more complicated than this but still ![]()
Nor really impressive but juste a start from the """"remake"""" of my first source map on cs go. i will use some black mesa content :
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-12-19_00001.jpg]
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-01-19_00002.jpg]
I'm following this map since a long time so :
- map is beautifull but need to be at least less than 100 mb. It's too heavy and I don't see why because even if there is a lot of new materials and models, it's an industrial map, nothing really new.
- I don't heard any water sound, this is probably missing.
- I can't juge gameplay because I played with bots and they are stupid. I felt a bit lost but need real game for this.
- framerate is not as good as official maps and it's a shame because the map is 85 % indoors. You could probably do better.
i really loved that mod. I even started a map 3 years ago but I gave up when I saw the game become unplayed.
Yes I talking about gameplay. I have a plan of map for ns2 (I have tons of plan of map I will certainly not make) but I think it's hard to make an equilibrate map because of the two team differences.
Is already hard in TF2 so... ![]()
Quote from PuddyNamed lights use lightmaps bro.
Right...?
Yes but they are considered dynamic for the engine I guess.
Anyway I didn't killed all those light, just deleted their name.
Quote from PsyBad 3DNJ!
Hey ! I was on the first years of my game dev studies and it was my first finished source map ![]()
Here is mine : http://www.minerality.fr/private/cs_paranoia_a1.rar
I will change the name latter. Also it's more about gameplay because it's on the ashes of my css map ![]()
Also I d'ont know if the map works (I pakrated some things, etc..) So if it's not. Then don't put it tonight. I can fix it because I have to leave until tonight.
Nah ! It's not lightmap. But it's look like dynamic light should make dynamic shadows but it's not working ![]()
Anyway I'm here tonight because of the snow here !!!
Okay so I found the problem.
Because in 2009, the year I released the css version of this map I was stupid, a lot of lmlights had a name making this error in csgo. Awww.
Now I stiill have some trouble but 80% of the map is playable.
Edit : Ok now it's done. haha, How stupid I feel. Every light with a name is DYNAMIC.
Also I really want to test it with you tonight even if it's crap (lot of dev texture, some random texture everywhere and 32 lightmap scale) but still. I really like how the map play with bot.
But tonight I don't know if I'm here because of the snow here.
Env_cascade_light is the thing that cast dynamic shadow on the map. I fI kill this entity, the map works fine.
So it's not lightmaps.
And yes I have rotating stuff and a lot of light but the map worked in css so it must work on csgo as I removed all missing models and a lot of other stuff. I will try this anyway.
All I can see is the new lighting thing is not working for full or nearly full indoors map.
I tested everything froms post above and nothing is working.
i would love to work on an underwater map but Level Design is really hard on this game ![]()