Optimization of upper area = o.0
Posts by Muffin
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Quote from gotcha
Guys, greybox is done and ready for playtest
[Blocked Image: http://i.imgur.com/Z6GfcQY.jpg]
10/10 would bang
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I've got nothing to say right now.
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Oh, and valve only allows up to 200 mb upload size for files
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The textures look much better. I just meant using the same brick texture or overall the same texture gets bland and dull. But it looks good now. Anyways, 600 mb is WAYS too large for a map. Most maps at most will be about 150 mb, and that's a lot for the average Internet. I would suggest toning the file size down to at least 200 mb. But under 100 is ideal.
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I like the interesting twist on the middle area. Its always nice to see new layouts.
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Already looks pretty nice, but I have to say, some of the textures look a little boring. Maybe try and make them brighter?
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Quote from unremarkable player
No reason to quit the project, best thing you can do is continue working on it and learn new skills. The more you do, the more you learn. There wasn't anything wrong with the map or the brushwork, so keep at it!
Photo references are always good if you want to tie your design to something real world, but last I checked surf maps and aim maps aren't tied to anything

. I feel really sorry for letting you down, but I just can't seem to edge the map towards a good theme. The closet thing is plaster office walls, but the walls are really high and don't really work out. I think I am just going to restart with a better theme. -
Sadly, I think I am going to abandon the project. My creation process was greatly flawed, I didn't have photo references and didn't build the map according to the theme, and I didn't even have a set theme yet. I am sorry guys for letting you down but I am going to restart with something new and I will have a clear idea of the theme!
I will try to get a download link of the map to edit ASAP in case you wanted to edit it
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B site seems to far for T's, especially on a 1:45 minute clock. A site seems too close for T's too. I don't know though I am judging this by the overview. Try to give Ct's a minimum of 2 seconds to set up.
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Anyone have a good tutorial (written or video) on how to make good textures like this with only free software?
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Quote from Frolf
If you are going for SDK's built in textures, there is a lot more to work with in the industrial style
But then again you want it to look unique from the average warehouse, right?
Well the way the map is designed, it looks very modern and not too industrial like. But I really don't know what to do, both work, but for some reason, both also don't work.
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I have a problem. Should I use high contrast Investment/Mirrors Edge esque textures, or more Nuke and train based warehouse style textures?
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That's a very interesting idea. I like it! Also, for these dynamic buy zones, you should add "little marketplaces" so that players gets feel that they are actually buying guns and stuff.
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Looks nice. Pretty standard layout, but the textures look a little depressing (current ones excluding dev textures). Maybe you could btighten the lighting and or textures?
For playtests, use this link:
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Quote from Lajron
There was a playtest yesteday so for those who missed it this were some small updates
[Blocked Image: http://i.imgur.com/tFiG7Ra.jpg][Blocked Image: http://i.imgur.com/FuAPDpV.jpg][Blocked Image: http://i.imgur.com/49B7CwF.jpg]
Yes i know i need to change the carpet.Any other suggestions?
and a modular building :
[Blocked Image: http://i.imgur.com/ORgD3u4.jpg]
Fancy white-ish carpets with cool designs without eye damaging colors
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This map brushwork looks amazing though!
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