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mookie.gc

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  1. Is the displacement a translucent material?
  2. I never used splitskybox, just ran six separate TGA files through HDRShop, then ran those PFMs through VTEX. Right now if I drag and drop these PFMs onto VTEX they compile just fine; if these compile for you then your problem must be with splitskybox and maybe you'll need to split the TGA up and do each piece separately in HDRShop. http://mookie.mksvx.com/pack/miramarsrc.7z
  3. http://mookie.mksvx.com/pack/miramar.7z
  4. It looks like you have an extra underscore in your base textures. I don't know if that matters or not but I copy/pasted mine from somewhere and have never seen something named as "skyname_bk" more like "skynamebk". I can upload a working HDR skybox if you want to look at it.
  5. mp_c4timer 60 ? This is de_forest_rc1 and de_cpl_strike side-by-side, in the same scale. I marked each up with where the Ts can go (red), where the CTs can go (blue) and the rough areas where they'd meet (magenta). Obviously for de_forest_rc1 this is based only on walking around and not gameplay experience, but if you time it yourself I expect you'll find that I'm about right. de_cpl_strike is a fairly large map. I know that as a CT, if I'm hanging around at T spawn when the bomb is planted, I'm in for a rough time if I plan on trying to defuse. If I stay around the hotspots, and take the quickest routes, I've got a good shot (except for the fact that I'll probably get shot in the face on the way). I would say that I'd be stupid to even go near T spawn unless I'm sure the Ts won't rush. de_forest_rc1 is huge. If I'm near either of the hotspots north of the river and the bomb is planted at A, it takes about 25s to get onto the bomb, running with a USP out. i.e. If I don't have a kit, I can't stop running, and if I do have a kit I'm probably screwed anyway if I have to take any time at all to fight. If I'm near the big rock and the bomb is planted at B, it takes about 30s to get onto the bomb, running with a USP out. Even with a kit, I'm basically screwed. My suggestion would be to move bombsite A to near where the shed is just SSW of CT spawn, move bombsite B to near where there are several big rocks overlooking the water NE of CT spawn, and shorten the route going clockwise around the windmill to give the CTs a second viable way to get back to B (maybe make the hill smaller N-S, or maybe send an E-W tunnel through).
  6. Had a player lose the bomb tonight in between the blocks of the fallen pillars on T right side. Probably should be protected with a player clip.
  7. I'd be glad to playtest this, and my rig is junk. P4 3.066GHz HT Radeon 9600 2GB RAM
  8. Maybe post a BSP if you can't find out what the problem is. Hard to tell much from that screenshot, and mat_wireframe 1 is so messy.
  9. Only thing that sticks out to me after a couple of games is that it's pretty easy to get your feet caught up on the rocks across the water. If you go straight across the ford you step up like on stairs, but most of the time if you try to walk across the rocks from the side you get clipped.
  10. We just played this map for 50 minutes and 33 rounds with 10v10 (mayhem.gcfwtw.com:27015), and it's great. The only complaint anyone has is the framerate they get. Keep up the good work, this map is very nearly a keeper.
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