Conflicting themes.
Corridor syndrome.
Tall building syndrome.
What happened to alphas?
Doesn't feel like TF2
Buildings make little sense.
Drop the attitude.
Lighting is way out of place for the skybox.
Need I go on?
Conflicting themes.
Corridor syndrome.
Tall building syndrome.
What happened to alphas?
Doesn't feel like TF2
Buildings make little sense.
Drop the attitude.
Lighting is way out of place for the skybox.
Need I go on?
Quote":2zhujc7h]Yeah, the Core map is unbelievably beautiful dude! And very well designed for a linear level, you did a wonderful job!
I agree that it was a beautifully done map, but I hated it. Hated hated hated it. I spent an hour wandering around lost, spinning in circles unsure which way was up, which way was forward... if I was going over the same area again.
A hud would have helped but ![]()
Although the reward of coming out of the ship into the snowy land was so worth it.
I dunno, I like it. Tread area in general looks a little bare, and there's not enough dirt/mud, but I think the colors are a great improvement over the previous ones.
Quote":10zj93us]Actually, that's faaar from being the best philipk work but whatever!
Yes but given what resources I have and what Source has, it was the easiest to recreate
.
Quote from SteppenwolfFor vis its very simple to explain long compile times. The more vis leafs you have up goes the the compile time overproportional. So the difference between a quick compile time and a long compile time sometimes isnt even that big on paper. Just a question of proper optimizing.Also you have to stop to be so pretentious about it when your test basicly proofed my point. Bsp merging the faces? Take a very very close look at your own example picture.
You don't need to sit here and explain how it works. I know how it works. I already said I was wrong. What else do you want?
You wanna know how many threads I've run across where "Compiling takes forever", and how many wrong statements I've seen people give about optimization?
I've heard that Nodraw gives you 95% of your optimization right off the bat...
I've heard that some map compiles can take up to several days. (Seriously what the fuck are you doing?)
I'd write a book on it but well.. Z@C beat us all, except no one bothers to read it when their map takes years to compile.
Also: If you can prove that mitering your corners from brush 1, and going along as you resize and such is faster than the compile times you'll spend, I'll miter my corners.
To my knowledge: Mitering is a waste of time.
It only adds hours to development time.. Every time you want to change a wall? Either have to vertex it it, or streach it out and re-miter it via Clipping.
This compared to just stretching the brush.
There is no reason it would affect VISleafs as VBSP merges the faces... Presumably before it creates the leafs.
A mitered corner should be no different from an unmitered one after the face-merging.
In the example Steppenwolf posted: That's deceiving. I bet all of the visleaf reduction is caused by func_detailing, and hints/skips, etc. and not mitering.
Gonna go test my theory.
[Blocked Image: http://i38.tinypic.com/141qstz.jpg]
Well then. A few less portals, but less portals non the less. I'm surprised.
Still not worth the time/effort especially for anything but a final... Unless you're somehow really pressed for leafs.
Logitech Mx 518.
Mine unfortunately got sporadic and died after a year and a half of solid gaming. Into intensive care it went.
The wires inside broke at the tip of the mouse (Where it comes out) From drag of the mouse cord hanging over the edge of the table. Little bit of solder later it works flawlessly.
I'd recommend it, unless you wanna get the Gxx that has adjustable weights, dpi, etc.
Quote from D3adsFor goodness sake, please use a better image host than imageshat, that thing took about 6 minutes to load!Looks like a good start anyway, reminds me of NOLF's U.N.I.T.Y HQ.
Hahah, sorry about that. I use ZScreen for auto-screen captures, and I normally have it set to Tinypic but a bug as of late makes it a pain to use Tinypic. (If it times out it breaks the keyboard-keystrokes for Zscreen)
Anyways: Thanks. Any suggestions about what to do with the walls? None of the texture I've picked look decent. Might try a white version of the HL2 Trainstation Walls, along with adding some shops and something behind the window in the background.
Then it's polish polish polish ![]()
A lot of useful replies in here, thanks. However, my main question is: How do you showcase skills that aren't easily shown visually? I've got all of these skills (Or I'd like to think) that are up in my head that don't easily produce on paper or words... Analyzing maps, finding what's wrong (Why doesn't it play well? What makes this frustrating, etc), or other skills?
Would "Publications" per say work? Would these really help make my portfolio stronger? I know as a mapper/enthusiast I enjoy reading publications, both of other mappers/developers (I get a kick out of reading Valve's Siggraph papers, even if half the math/content is above my head.
), so I could make publications under the pretense of helping share my knowledge with other mappers but again... Does it make my portfolio stronger?
Do these skills need to be shown in a portfolio? Or is it something that becomes more apparent if you manage to get an interview or chance to talk about your work?
Thanks.