I took it
it's the entrance to the office I work in.
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different ang.
It may well be that part of the issue here is that it's reflecting too much...
I took it
it's the entrance to the office I work in.
[Blocked Image: http://i.imgur.com/5ujhvvQ.jpg]
different ang.
It may well be that part of the issue here is that it's reflecting too much...
I would suggest decompiling a night map - cs_backalley or dust 2 night (whatever it's called) to review how they handle lighting (both light_environment and spot lighting) as yours looks quite inconsistent and offpoint. Areas look gloomy and none of the lighting seems to be affecting anything more than 2 foot away from the source.
I think you should either focus on the lighting for now or retexture the map with dev_reflective walls for now because you need to have clear visibility before reviewing a layout. I think you've skipped past the important graybox stage so you're going to run into a lot of problems if you don't take it back to basics.
Think of a better name too- The name means nothing to the theme.
Quote@Vaya it looks a lot better than what I've tried to imitate frosted glass, excepting cubemaps what have you done in your vmf?
By the way the green looks a bit too flashy compared to the reference, is it what you were going for, or is the color modified by the effect?
in regard to that texture - nothing. It's literally a solid Colour with a 256X256 cubemap beside it. I can post the VMT later if you want but I think I'm being naive in thinking I can replicate the effect so simply- I'm thinking if I make it transparent with a bumpmapped yellow wall behind (trying to match the distortion) it will look better. The green needs to be closer to the reference too. It doesn't work in that shade.
That's crazy. good to see they're addressing it though (even if it's post-release)
do you amend the tones on a adhoc basis or did you have a 'plan' from the start (this area is going to utilise these shades of colour blah blah blah)
I've always textured as I go (based completely on I feel) but I'd like to know what your process is?
nah it's just using cubemaps at 256 X 256 res
I'll give it ago ![]()
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trying to replicate the below in a different shade of green.
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just using a solid colour and high quality cubemaps now. feedback on how to improve welcome (need to see about adding a slight bump to it ala agency glass I think)
I'll pick it up later when they've patched it. ![]()
buying a multiplat on release these days feels like beta testing.
Looks good. Has mid been changed at all? I didn't like how you could shut down the CT's hold with a single smoke on the last mapcore playtest.
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It doesn't run on the Girlfriends Ipad. ![]()
looks pretty huge, might just the overview screenshot though.
looks very nice!
It would be interesting to know if there was any change in Process/Development workflow for Witcher 3 compared to the previous two games due to the increased scale.
did they feel more restricted in what they could do (due to the map to be pretty seemless and open world) or more free- a larger blank canvas to work with?
Feel free to reword these questions so they sound less retarded ![]()
after last nights playtest:
Quote from text_fishI guess pixel-walking might be the wrong term, but I think a lot of people would frown on that, as it seems more like an exploit than a designed game-play element. Personally I would say 11:25 has the same issue. These days players expect small details to be clipped off, so a lot of people who do use it may just find it by mistake and use that privileged knowledge to their (arguably unfair) advantage.
Just to clarify here, I really enjoy exploits like this and it's fun to jump around new maps looking for interesting ways to traverse them, but that sort of "wildcard" design philosophy isn't so well suited to the competitive scene.
This is mainly due to consistency in map design. People prefer 'expected' results over map designers using the game's movement and logic as they see fit. On the other side of the coin people also dislike aggressive clipping getting in the way of areas that should be traversable. Even when a seasoned player enters an area they should know what is and isn't possible without testing first.
I guess the general rule to stick to is to adhere as closely to valve's methods for clipping brushwork and what to leave accessible as possible - make your map feel familiar and predictable - people will give it more of a chance.
well this isn't getting bought this year
a week or so after FO4? goodluck to them.
did you alt tab? that causes this some times.