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de_hydrofire (or something like that) 80%


sk3tch
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I've been working on this map off and on for a while now. It started out as an idea as a hydro-electric plant. I was using common CS:S lighting and such and realized it was heading in the direction of looking like every other CS:S map out there. I added a sky made by hipshot called violentdays. There isn't exactly a location I can pinpoint where this would take place, but the map is based in a terrorist munitions/chemical plant in a canyon somewhere (I live to add-lib). The bombsites themselves need alot of work along with adding more detail and foliage.

Some of the inside scenes are very incomplete. The crates are there until I figure out something else I can put there.

Updated 17August2008

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dehydrofireb20009xu6.jpg

dehydrofireb20007sw6.jpg

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The solar panels need another texture,

your skybox is really, really unrealistic,

the texture you used on the pipes (the red one) needs to have better smoothing groups or just change it...

(http://developer.valvesoftware.com/wiki ... ups_Dialog)

the mountain in your 3D skybox isn't aligned as it should be;

4ff290doesnttile.jpg

Apart from those details your map looks good :)

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  • 1 month later...

Looks promising so far. My main problem with the map is that all paths are very narrow and that can seriously harm the gameplay. This map is desperately crying for huge distant landscapes in the background, make good use of the 3d skybox feature! Furthermore, you could decrease the lightmap size in faces that receive detailed shadows such as the concrete wall in the last screenshot. Keep up the good work!

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Looks promising so far. My main problem with the map is that all paths are very narrow and that can seriously harm the gameplay. This map is desperately crying for huge distant landscapes in the background, make good use of the 3d skybox feature! Furthermore, you could decrease the lightmap size in faces that receive detailed shadows such as the concrete wall in the last screenshot. Keep up the good work!

The pathways are deceiving in the screen-shots. There is plenty of room to move around. The skybox is on the way (usually the last thing I do). As for the lightmap size...I kinda like the crisp shadows. I only did that to certain areas I felt could use some pop.

Tanks for that feedback!

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i would say there's a lack of cohension. so you've got the arch-american new yorker buildings carved into the ground at some desert plateau? where do those rocks come from? the themes just don't fit, and i'm sure you'd never see arches anywhere on a so-industrialized structure as a power plant.

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      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0

      As always, free for non-commercial use with attribution. 
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