JeanPaul Posted January 28, 2013 Report Posted January 28, 2013 Where did this come from? How long did it take you? Quote
Rick_D Posted January 28, 2013 Report Posted January 28, 2013 Where did this come from? How long did it take you? on and off about 6 weeks i think. Quote
ElectroSheep Posted January 28, 2013 Report Posted January 28, 2013 So Rick, did you send it by mail or with the sdk option ? Quote
Rick_D Posted January 28, 2013 Report Posted January 28, 2013 by mail, didn't know there was another option til i read the thread here. maybe i should submit it there as well.. Quote
ElectroSheep Posted January 28, 2013 Report Posted January 28, 2013 Everything is explained here : https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool That's all for the moment. If I read this correctly, flash file for the loading screen will not work as Moroes and me failed to make it working in the bsp but the tool doesn't allow us to send it. Quote
selmitto Posted January 29, 2013 Report Posted January 29, 2013 Great looking map, Rick! I can't wait to play it on the next playtest here Quote
Skacky Posted January 31, 2013 Report Posted January 31, 2013 I posted this over to UWE as well but I thought I could post progress here too. blackdog and ⌐■_■ 2 Quote
BaRRaKID Posted January 31, 2013 Report Posted January 31, 2013 It would probably be a good idea to reduce the amount of lights. Use just a couple of them to accentuate the architecture or to give more focus to important areas. Quote
FMPONE Posted January 31, 2013 Report Posted January 31, 2013 (edited) Think more analytically about your lights. Light should light up doorways, and provide illumination for the room. Nothing else. Lights for design or aesthetic reasons have to be incredibly well placed and can only happen once the other stuff is taken care of. in this shot for instance, notice how none of the lights in and of themselves appear to have any real effect in lighting the room. it's almost as if you're suggesting that the total of the lights is what is lighting the room. That's very disorienting for players. Light up doorways, and have the props which are providing the light be believeable for the amount of light created. Same thing for the rest of the room, have lights which are believably illuminating the entire playable area. Edited January 31, 2013 by FMPONE Rick_D, Skacky and blackdog 3 Quote
Skacky Posted February 1, 2013 Report Posted February 1, 2013 (edited) Thanks for your feedback FMPONE. I'm going to do something else with my lights. I'm thinking of adding more floor lights that would provide a little bit of lighting there and ditch some of the neon lights, and of course add lights on the doorways. Edited February 1, 2013 by Skacky Quote
Squad Posted February 1, 2013 Report Posted February 1, 2013 The 2 orange spots in the middle of the picture above seem needless. Good idea to add some lighting to the floor somehow, try to make it clear how the player could/should navigate through the level. Some subtle stair lighting would also draw more attention to where the pathways are going. Big improvement to the former lighting btw! Quote
holiestcows Posted February 1, 2013 Report Posted February 1, 2013 That NS2 stuff is pretty cool, even if its not perfect yet, I just really like the engine. Anywho, some of you may remember this from when I posted it last month, well here it is, but ive done some changes to the level, but most of it was code changes done, for the source mod. Quote
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