ElectroSheep Posted October 7, 2015 Report Posted October 7, 2015 Vvis on fast makes the visibility calculation very lazy, that's why it's a lot faster. it didn't change the way leaves are created (this is vbsp work anyway) So yeah, when you want to test optimization, vvis in normal mode is a must. El_Exodus and Gale 2 Quote
Tensei Posted October 11, 2015 Report Posted October 11, 2015 It is going to be vehicle fuel station eventually for my bomb defusal map bombsite. Lizard 1 Quote
mr.P Posted October 14, 2015 Report Posted October 14, 2015 after some r&r slacking I'm back in biz...this heat remake is sure taking some time, but we are almost there...a few screens from the latest compile, JustFredrik, KOLARI, Smileytopin and 15 others 18 Quote
RivFader Posted October 14, 2015 Report Posted October 14, 2015 Nice, I wonder how the towers will look and play like. Quote
Evert Posted October 15, 2015 Report Posted October 15, 2015 Sick work! Love the third screen composition mr.P 1 Quote
mr.P Posted October 15, 2015 Report Posted October 15, 2015 Nice, I wonder how the towers will look and play like.thanks me2, the only tower reachable is the one in the last pic, still debating with myself if I should remove the other towers to avoid confusion Quote
will2k Posted October 16, 2015 Report Posted October 16, 2015 after some r&r slacking I'm back in biz...this heat remake is sure taking some time, but we are almost there...a few screens from the latest compile P, this looks sick AF ; spot on composition.You should consider switching this into an Insurgency map in the future; the theme fits perfectly well. mr.P 1 Quote
mr.P Posted October 16, 2015 Report Posted October 16, 2015 P, this looks sick AF ; spot on composition.You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.thanks ye, perhaps, going to see how it turns out, then perhaps redo something similar for Insurgency, been a while since I played it and it might be fun to do something else than csgo will2k 1 Quote
kinggambit Posted October 19, 2015 Report Posted October 19, 2015 (edited) Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:Areas I'm not as proud of at the moment: Edited October 19, 2015 by kinggambit mr.P, tomm, Lajron and 3 others 6 Quote
mr.P Posted October 20, 2015 Report Posted October 20, 2015 (edited) Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?its still feels a little dark, think its the combination of the skymap and the wood textures, perhaps try to crank up the light environment, but it might also just be that you need to run it in final compile and/or add a cc (or add reflective to some texturescloudybright daynightoverall simplify the brushwork and swapping some textures might also be helpfulsince it looks like its placed high up in the mountains it would be cool to have some type of plateau or vista pointalso looks like you have good amount of details in the interiors, so perhaps tune it down in the outside areas, a simple thing would be to remove the weeds from the ponds (but keep the lotus), might also help to turn a few of the ponds into sand gardens,bonus: it's a Korean temple if I remember correct(?), I'm totally going to nerd out and say that you should incorporate the following areas https://en.wikipedia.org/wiki/Korean_Buddhist_temples#Typical_Layout Edited October 20, 2015 by mr.P jackophant, 'RZL, tomm and 3 others 6 Quote
tomm Posted October 20, 2015 Report Posted October 20, 2015 +1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often. Quote
kinggambit Posted October 20, 2015 Report Posted October 20, 2015 (edited) been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?Yeah, it was my first final compile with HDR. A lot more lighting issues than I thought. I have some lighting tweaks to do (and add CC!) Wooh! Thanks for the solid feedback! Lots of good ideas. Excited to get as many of those ideas into my map. +1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.There's quite a lot of Korean temples and palaces that have bodies of water i.e. It's hard to say though. I'm admittedly ignorant and did research as I went along. There's some distinct differences I've found but there's a lot of similarities as well.I want to try the rock garden at mid but korean gardens dont have that "zen garden in a box" style as japan's (granted, lack of planning forced my layout at mid to be rectangular and less naturally shaped) Edited October 20, 2015 by kinggambit Quote
tomm Posted October 20, 2015 Report Posted October 20, 2015 yeah I was referring to the sand garden being a japanese thing but I could be wrong. Quote
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