Posts by LapnLook
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It seems kinda small, but
1: I'm not sire
2: that's not necessarily a bad thing
be careful with palyer visibility though, it seems like some areas can become a bit too dark if you're not.
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Quote from text_fish
toolsplayerclip isn't solid to NPC's (which I guess is why NAV wouldn't bother with it). For more info on all the tools textures there's a handy table on the VDC!
Then I guess I'll use that one thanks!
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When this comes out, someone should reenact the chruch scene from Kingsman with like 40 players

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Quote from pB.
You can't change the size of models very easily, however there are a few tree models at the right size for the skybox I seem to recall
But not pines
There are some but they're all black, and the ones that are not are from cobble and they are HUGE. (half of their trunks are underground right now...) -
Quote from text_fish
It sounds like you need to fix your stairs rather than the nav mesh. The "standard" (i.e. most used by Valve and long-standing mappers) dimensions for a CS:GO step is 8 units high by 12 units deep, but this is purely visual so if you haven't already you'll want to place a clip brush over the stairs to turn them in to a slope. This will result in more of a 25-30 degree angle which the nav mesh should have no difficulty with, and also makes it a smoother ride for the player.
The windows (if they're purely decoration) and skybox aren't really necessary to have in place for a playtest.
Models won't be cut off by the skybox, but depending on where the origin of the model is you may get a leak if they go outside the sealed level, and there's a chance you may get some odd lighting on the bit that sticks out if it's being lit from a point light within the map.
1 – it HAS clip brushes but nav_generate ignores clip brushes
I had to delete parts of the mesh manually cause bots were jumping madly at a fence and stuff
2 – I just want to finally release a beta which I promised a while back would be in June, and I want to finish these for the release
3 – I guess I'll experiment a bit then -
Quote from pB.
I've got an open skybox on my map (de_muros) and that doesn't seem to cause a big problem. It does mean that the map isn't very optimised but you wouldn't notice it unless it was running on a potato. There are more benefits to an open skybox than a closed one (cool nades etc.) in my experience
I always intended to make an open skybox for this very reason, but I planned for it to be like half as high as it will be this way. Also: is there a way to make props smaller? Cause it would be useful to put more pinetrees and stuff in the background.
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Quote from pB.
In my experience it will just cut off the top of the tree. I think you only get a compile error if the origin of the model is out of the map, but don't quote me on that one!
I'M QUOTING YOU ANYWAY GODDAMNIT
well, I guess then I will just make the skybox high af (pun not intended), I don't know if that would be good for optimization though -
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Quote from pB.
As to that, I'm not sure, but as long as your map is ready by the slot, I'm sure there won't be a problem.
Well, the things I need to do before releasing a beta:
– add around 10-15 windows/doors to buildings to make the map look a bit more varied
– finish the 3d skybox (question: if a pinetree models top goes outside the skybox on top will it cause a compile error or cut off the top of the tree?)
– fix the goddamn nav mesh... bots never go B cause they can't figure out how to go up stairs that are at a 45 degree angle... it probably is because those are discplacement stairs that have their edges "cut" a bit to make them a bit more realistic -
Quote from Muffin
You should instead get a playtest here: https://migrationtest.mapcore.org/topic/17116-ma…playtesting-40/
Can I apply for this and say that the map will be in a ready state by that time? Just to reserve a timeslot
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I'm thinking about hosting a playtest on thursday at around 17:00 GMT+1 (from my computer in Hungary - Central/Eastern Europe. would that work?) tied in with the beta release which I'd finish up tomorrow. What do you think?
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Quote from jackophant
I thought my quote made it clear. I mean no to the light switch. It's a gimmick and will only be abused / spammed if people even realise it's there as it's not in other maps.
It's such a minor detail and the whole lighting issue could be fixed if it wasn't present, but they're choosing a complete wild card over light integrity.
consistent lighting > light switches
I think what he should do is finish the map, and leave room for the light switch, then try to fiddle around with hammer to see if there is a workaround. Unless light is a core element of the map of course, but it doesn't seem like it is.
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Quote from Vaya
3D skybox mate
I think halflife 2 has some if you need to work out the best method. Every map needs a visual hook. Such a vista will also help orientate the player (if you have the cliff along one side then the player knows where they are as soon as they see it.I know about the skyboxes but I haven't yet made it on this map cause I have to consider the weird geometry on the cliffs.
MAYBE if I have time I will redo the hills behind the train station to reveal a valley with villages and fields and stuff.
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Quote from tomm
Layout feels a bit claustrophobic from the pic but I really like the setting, if executed well, this could be the next thing :v
also, magyar ország! (I'm not hungarian btw)
I don't think it's that claustrophobic, check out these screenshots from all around the map http://imgur.com/a/EC2Th
image descriptions added to the album