Posts by JorisCeoen
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Quote from Polemarchos
1 hour ago, Polemarchos said: after you vote my map then i rename my map as lowlife e1m1,when i dont get a vote i quit mapping and i map again lowlife quake3 maps
...?
EDIT: In any event, there are many things that currently can be improved such as visibility (many dark textures) and the layout of the map is almost completely symmetrical. It seems that indeed you have made this map with a gamemode like Unreal Tournament in mind, which I think doesn't fall under the competitive/hostage category for the contest. From the radar it seems like terrorists are closer to the bombsites than CT's, which you most likely don't want to have happening as this is a huge advantage for terrorists and forces CT's to immediatly retake. Most of the layout is large open space with little cover to defend behind.
I'd either suggest turning it into a hostage mode, which would more likely fit the map, or re-think a whole bunch of the layout so it works in terms of timings and playability.
Good luck

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This would be something that could easily be fixed with the Wall Worm Model Tools, but if you don't have time to use/learn it, then I think what the problem is here is that the small tiny collision plane is smaller than 1 inch thick, which is unsupported by Source and thus will shrink-wrap the model as you describe it. If that is not the case, then it means some of the elements inside the collision object are not concave (also, don't forget to use the $concave tag if you aren't using it!).
If you truly cannot fix the problem after some suggestions, I'm willing to fix it for you with 3DS Max should you be willing to send it to me. I'll have it fixed in 2mins
let me know if the above suggestion helped! -
Quote from Twan_Neppe
1 hour ago, Twan_Neppe said: yeah i know, i've tried a lot of different things to brighten them up, but none of the things i tried worked. Any suggestions?
Well your ambient values in the light_environment can easily be like 150-200 with a lighter color than you have now (ambient color needs to be a little what the skybox is, so light-blueish could do the trick).
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Quote from FMPONE
15 hours ago, FMPONE said: The first portion of the game also looks noticeably worse now beside Xen.
I haven't played the game a lot (and not yet the beta for Xen), but since Shawn has been working on Black Mesa a lot it would often find its way into our conversations, and at some point I also wondered how the old chunk of the game would compare.
It turns out this is clearly the case, but it was inevitably going to look outdated in contrast. I think the minimum requirements for the first part of Black Mesa Source are now far too low if you compare it with the Xen chapters. Regardless, it does look like an incredible improvement and I should really get myself to play it asap!
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Quote from S.martin
15 hours ago, S.martin said: Well I had env_sprites on my map, but they showed the whole sprite (so the black background that is supposed to be invisible), so put them away for now.
That has to do with the Render Mode, switch it to something else: https://developer.valvesoftware.com/wiki/Env_sprite
QuoteQuote [Blocked Image: https://developer.valvesoftware.com/w/images/c/cc/Note.png] Note:[/b]The only render modes that render sprite transparency are Glow, Additive, Additive Fractional Frame, World Space Glow and Alpha Add !FGD.
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Quote from MikeGon
6 hours ago, MikeGon said: You're learning modelling by yourself? That's awesome @Donskioni keep it up!!
Oh shiet you're in for the worst ?
[Blocked Image: https://imgflip.com/s/meme/Brace-Yourselves-X-is-Coming.jpg]
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? great stuff! Perhaps some edges of the 'Corinthian' pillars (I know they're not exactly the same, but you get my point) could use a tiny bit more grime, they kinda look too much the same tone of color. But since you already know about that, I don't have more to say!
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Yea, it's quite worrysome. I really don't understand how they've been enforcing proper visibility for so many years, then push this update to even destroy some important visbility on their own maps. I just don't understand it. They must have known this was going to be a problem and then pushed on anyways. Hopefully there will be a fix for this, because I personally don't really see what we can do as a mapper. Almost each color is in at least one of the player models, what are we supposed to do?
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Without radar, it's hard to judge exactly how the gameplay is going to play out. Theorycrafting isn't all that great, but being able to tell where each bombsite is can help a ton. That isn't to say that the map and concept look great! An actual historic castle is a great environment to make a level out of, and could lead to some crazy twists in gameplay ?
On the topic of using another engine, all I can say is that IF you were to use a different engine at all (for more controls or more versatility in creating your blockout), then I can only advice you to use -or have used- Wallworm and its plugin called Corvex for 3DS Max. This was literally designed to create brushes in the most crazy ways that are simply not possible to do in Hammer. And if it were possible, you can do the same work that would take months, in literally a day or a few days instead.
Regardless, everyone has their own ways of working, so I don't see the problem of him using a different engine if it allows him to reach his goal. I'm excited to see the progress of this entry and the results in the final version of the greybox, and later on the map itself ?
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Unfortunatly, this didn't solve my problem at all. I put the sampling mode to Off and it still offsets just like it did before. This whole program has gone nuts... ?
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Quote from JonyDrake
On 11/14/2019 at 4:27 AM, JonyDrake said: Tar radar broke a little on my side, but here are some of the layout changes.
I've had this exact same issue as of late. I don't know what the fix for it is. Going back to the old radar is a big no-no for me. Hopefully I'll be able to get to the bottom of the issue. For me too, all of a sudden (without ever really changing major stuff in the scene or even changing the entity for that matter) the whole layout is offset and out of bounds. ?
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Oooh amazing, I love the Belgian coast ? Favorites are Bredene, Blankenberge and Dunkerque!
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Wow, pretty cool! I like the overall feel to the theme ? The only thing (purely based off the screenshots provided) is that it looks relatively dark in many areas, especially in the first screenshot. Do make sure to account for player visibility!
Great work man, good luck with future development ?
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I really like the globe prop! Very intuitive. It has, however, a large chunk underneath the top surface that simply isn’t visible (it extends way under the two top layers).
I think it would be better to cut it away for optimization purposes, since it’s never gonna be visible and still being rendered in-game.
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Quote from untor
29 minutes ago, untor said: Not, that's my remesh from props of UE4
Oh I see. So this is from the UE4 store (or something like that?). In that case it's still likely that this was made with GrowFX. It just looks so much like how that plugin works ? interesting! Hadn't actually heard of people using UE4 for Source before. Great work on those assets man!
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Looks like that Ivy was made with GrowFX, correct?
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Quote from Ynel
1 hour ago, Ynel said: You need 2 bombsites to enter this competition. At least that's what I think...
He does say A sites (which I interpret as A-site), so perhaps the second site is yet to come!
However, it is indeed stated that the contest is for: 'original 5v5 bomb defusal maps AND hostage-rescue maps'. So if that's not the case, perhaps tailor the layout to a 5v5
anyways, looks like an interesting concept!