Is it my moment to shine? Nausicaa of the Valley of the Wind
Posts by Radu
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I had to take care of some business, but now I'm back with fresh ideas. I improved the flow of this area a bit. Added more cover and paths. Yes, you can access the first floor in the destroyed building. You can also climb up there via the broken wall parts. I'll refine them more during the art pass.
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Hey @Xanthi in the latest update notes it's mentioned that "Destructible walls allowing for new flanking routes added to all maps." Can you show us the exact location of some?
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Now you boys better behave or else Lucille will have to teach you some manners.
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I won't lie to you, from the screenshots I was expecting it to be bigger. The scale of some areas would be more suitable for a cs:go level.
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Love the barbershop
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@Daruth505 Do you happen to have a large number of light entities inside that building or in general? Try getting rid of some. Maybe you've just reached the brush limit?
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This is definitely not the best suggestion, but have you tried deleting the building and completely remaking it from scratch? If you've tried narrowing it down to a section and still haven't found anything then it's just odd.
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I'll be "calibrating" my hardware for this game's release.
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Quote from zastels
42 minutes ago, zastels said: The map crashes to desktop. I don't know why, I've compiled it about 100 times trying to figure it out. No errors in the compile log. I never changed anything about my map from when it was working other than details.
If you're not getting any errors the only solution is to narrow down what kind of details are causing the crash. Unless you haven't tried that already. If you have power 4 displacements I would start with those. http://www.tophattwaffle.com/faq/#FAQ2
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I've done the same with some of my areas. Sometimes it's better to start fresh than try to improve something that isn't working.
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Make sure you have placed at least one cubemap in your level. Load up your map, open the console in-game and type: "mat_specular 0", then "buildcubemaps" and finally "mat_specular 1"
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Look, the sole purpose of this contest is to generate content for a very early in development game. From a developer's point of view, it would be more beneficial and cost effective to have a larger pool of maps to pick from at the end of the contest. Hence for the deadline extension. Nobody wants to work for free, unless they're really passionate about it. If they kept to the original deadline, a good number of people wouldn't finish their entries and probably wouldn't bother to do so in the absence of a cash motivator.
To everyone who managed to stay on track by making cuts and sacrificing good ideas, it will seem unfair - which is partially true. Now, the other contestants, who hadn't cut back or can still afford to add in ideas without much trouble, will gain a possible advantage. Though, I assume that isn't of concern to the contest organizers.
Personally, this deadline extension is of great help. I did not expect it, nor did I ask for it. However, what really bothers me is the negative attitude some people express. I get their point. They had the advantage and now they've lost it. What's even worse, it wasn't by their own fault. This is exactly what it's like to work for a client in any domain. At the end of the day, he has the say. It might no be fair. It might not be the right call. All we can do is adapt or walk away.
Nevertheless, I wish everyone good luck and I honestly hope that by the end we'll all be proud of our levels regardless of the mud we've had to go through.
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Oh yes, today's episode was quite good. Jeffrey Dean Morgan is the best thing that could have happened to this series. They should have introduced Negan a long time ago. Instead, they just had to milk the show for three seasons where nothing interesting happened.
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Middle point got redone a tad; still need to quickly block out the interiors
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