So I've been doing a lot of things like adding clipping, making the sites easier to defend, and I'm gonna also add a third entrance to A-Site since at the moment, it's really not that interesting. I hope I'll be able to wrap up the layout quickly, as the deadline is coming soon and I have barely made anything in terms of custom assets.
Posts by That50'sGuy
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Oof, my bad. I should have looked at the comment more closely. I'll be sure to fix it if I can ?
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Quote from Vaya
Thank you so much, you're a lifesaver.
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So uh, where's the Mapcore text file? Not sure where that is. ?
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So before the contest started, me and my brother proposed we Collab on a Mirror's Edge style map named Clarity. He proposed ideas by looking at screenshots of the game that I took while playing, and I wrote them all down. We didn't get very far before we had to halt recently so I can focus more on the contest, but here's what we've got so far! Also, the theme is that it's set somewhere in a Chinese city (We were eating Chinese food when we thought about it XD). I can't wait to get back to work on it once the contest is over, but here it is in all of it's unfinished glory ?
And yes, I finally decided to stop adding that overexaggerated normal map on the flags and replaced it with the valve-made subtle reflection.
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An abandoned spa, this is gonna be interesting.
The parts of the layout you do have seem interesting, I can't wait to see the rest!
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So tomorrow is the day I'll hit up as many Tim Horton's places as possible with my resume looking for employment. Wish me luck fellas! I'm REALLY gonna need it as I've been at this Scheiße for 4 months!
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Quote from RedSkittleFox
21 hours ago, RedSkittleFox said: I really like this detail that there is no actual snow beneath the car. I believe the "no snow" area is sticking a little too much tho. Also you should remove snow on the street to indicate that the care rode there not long ago. I don't know if you know what I mean.
There actually is snow under the car, it just looks like there isn't due to the shadow. (By the way, there's no snow on the car either, just to clear that up) But now that you mention it, I probably should make it a blend texture and make the area under it look a little cleaner/less traveled. I thought the tire tracks in the snow already indicated traffic, though I suppose I could make it more obvious if that's what you suggest.
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So If anyone's wondering why this map hasn't been updated in a little while, that's because of 2 things:
1: I had missed the playtesting session for it due to a family emergency, and so I'm waiting a bit because I'd feel bad getting the same map re-played so soon after with no changes.
2: I've been looking for a job, and that's taken me a whole bunch of my time.
Hope y'all understand

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This map is on hiatus while the mapping contest is going on, but here's what's to come in late February.
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Quote from Interfearance
6 hours ago, Interfearance said: Give me an example of a really dirty theme that is at the same standard of Nuke, for example.
Overpass, Cache, Aztec, and Assault are all maps that come to mind when thinking of dirty maps.
If we're including operation maps: Overgrown, Favela, Mist, Ruins, Siege, Rails, Rush, and a few more are also pretty grunge looking.
It's certainly possible to do grunge right in source. It just needs a lot more work. Just look at some of the L4D series maps.
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Here's a peak at the new underground offices area!
This sign marks the entrance.
The content cannot be displayed because it is no longer available. Here's the office of the former owner of the mall.
The content cannot be displayed because it is no longer available. This is an old photo of the mall owner. I'm sure y'all know who's in that picture IRL, it's me!
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Guess what? This map ain't dead! I've decided to resume development on it since I've been wanting to do a dead mall theme for years, yet I never did it for some odd reason.
Now I know it has a lot of flaws that need attention, but I'd just like to address the most important one: Lighting. Before, the map was very dark since I was only lighting it up with dark colored lights for ambience. But I've decided that I shouldn't let realism get in the way of a potential map. So I've turned the power on in the building! In real life this would have likely caused a fire 10 or so years after being abandoned, but this ain't real life, it's a game! After all, this map literally has flags that have been flying since 1966! Also, I've added some construction lights to a few areas, just to support the idea of the asbestos abatement that's going on.
So hopefully with some of the lights on, it should have more Clarity, (Obviously not ALL the lights are on, some have burned out, have fallen out, or have been broken/stolen by looters) I'll be sure to address the layout soon as well

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This map is giving me major GTA 4 vibes, and I like it!
Keep it up!
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Ah Petrol... I remember working on that with you! It's too bad It didn't come together. I really loved the idea for the theme.
I'm sure one day I might return to it, or perhaps someone else will. Only time will tell.
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Quote from Serialmapper
7 hours ago, Serialmapper said: Are you using normalmaps ? The drop shadow and selfshadowing are disabled?
I suspect a texture problem.
It doesn't have a normal map, so that's not the issue.
I couldn't find anything about self shadowing in it unlike with prop_static, but I'll keep looking around for something like this. Never heard of "Drop shadow" before.
I'm pretty sure it's a problem with the smoothing groups or something, which is why I guess it was unused.