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Posted (edited)
 

Thanks for this answer JeanPaul.

Actually i don't have any problem with the vertex tool, the issue i'm talking about comes with the clipping tool. I don't think it's due to invalid solids, i'm really careful about that.

I totally agree with the fact that it would be better that my floor is in brush (mainly because of the lighting as you said), and it was in brush before, the same way that you generously have done :

 

pente_deja_faite-4257d5a.png

(it's the lower floor)

 

But i had the problem that i said to you, and i'm sorry but i have the same issue with your vmf, take a closer look :

 

grille_hammer_bug1-4257d5e.png

 

grille_hammer_bug2-4257d66.png

 

grille_hammer_bug3-4257d6a.png

 

Maybe i just have this issue on my PC, i don't know (those screenshots were taken in a grid scale of 1 and the biggest zoom possible), could you try to check yourself ?

So, this is the reason why i made it a model, because vertexes can't move once the model is compiled and the lighting isn't that bad with -staticproppolys and the other compile commands (i don't remember). And it seems that it doesn't bother the bots.

 

Still, thank you very much for this explanation, i didn't know about the texture thing.

 

 

Thanks puddy for coming yesterday, i'm not sure i will be able to make the paths less "twisty and turny" but i'll try and yes, i also think there is a balance problem, especialy in the main entrance. I'll try to do something helpful for the CT. Thank you

 

So I re-downloaded the opera floor to open again in hammer to see these misaligned lines you are talking about here. I can safely say the misaligned vertices you are talking about are misaligned by less than 0.1 unit.  Since this is a func_detail and doesnt block vvis, this discrepancy can be safely ignored.  Not only is it too small distance to be noticed as a gap in the brushwork ingame, but it is also 100% optomization safe because its a func_detail. Sometimes, even with the best knowledge of the engine, what you are going to make will always have some small problem with the brushwork at a micro level. I would honestly use what I posted earlier in a final version of my map because you wont even come close to noticing a 0.1inch gap in the brushwork :D

 

 

 

why don't you just fix it? :S

 

Well actually, the vertices in the images he posted are so close together that Hammer wont actually let you select them individually. (weird bug) When you click one, it selects both.

Edited by JeanPaul
Posted

So I re-downloaded the opera floor to open again in hammer to see these misaligned lines you are talking about here. I can safely say the misaligned vertices you are talking about are misaligned by less than 0.1 unit.  Since this is a func_detail and doesnt block vvis, this discrepancy can be safely ignored.  Not only is it too small distance to be noticed as a gap in the brushwork ingame, but it is also 100% optomization safe because its a func_detail. Sometimes, even with the best knowledge of the engine, what you are going to make will always have some small problem with the brushwork at a micro level. I would honestly use what I posted earlier in a final version of my map because you wont even come close to noticing a 0.1inch gap in the brushwork :D

 

As i told to Pampers, it makes collision issues, when you walk on the floor you get stuck and you don't know why. This is the main problem, if it was just about the visual yes of course it could be ignored because it's a func_detail, i agree.

 

 

Well actually, the vertices in the images he posted are so close together that Hammer wont actually let you select them individually. (weird bug) When you click one, it selects both.

 

Yes you can, by doing a manual selection, like this :

 

manual_selection_1-4259e75.png

 

manual_selection_2-4259e7a.png

(and then replace the vertex)

Posted

i guess you get these tiny precision errors if you are working far away from the origo, you could test this by moving the brush to the center of the world and see if the problem still occurs.

Posted

The only concrete thing I can say about streets is I don't feel you guys give enough incentive to go A bombsite.  Mid leads back into long A or you can flank A but you're already closer to B by the time you do that.  The underground route feels the same, you're so close to B I don't feel there's reason to go A.  Beyond that I don't feel I've played it enough to give better feedback.

Posted (edited)

Cool, unique map. Great foundation for future versions and some interesting art.

 

Some ideas to consider:

 

  • There's one sloping path up to B from the train section. CT can, however, look down on approaching T's via a vantage point. There's no way to get up there however. I think it would be really cool to try and see if it would work for T's to be able to boost up there OR if there was a ladder. A high risk alternate entrance basically; for when you want to flashbang up to the site and gamble a bit. This opportunity also keeps CT's on their toes.
  • The trains have ladders on the models, but they weren't useable in game it seems. I think having them active could create some interesting situations.
  • If a terrorist pushes towards B but is held back, he can get REALLY cornered by CT if they decide to go down to the trains. The terrorist retreat path will be really exposed. See here.
  • When terrorists try to push out of the A-site gate they are extremely exposed and have NO cover or flexibility. They currently have to hang back and kill CT's before moving in. It would probably be good if they had some cover they could move to after leaving the safety of the gate. I also think T's need something to counter CT's advantage in this area. What if they could dash out of the gate and run into some apartment which either gave them another angle to shoot from OR let them move toward CT's staircase without exposing themselves? This allows for good smoke useage etc.
  • You probably need to look a bit at your timings and how they affect the balance. I didn't play the map enough to draw some solid conclusions, so I'll leave you to it. :)

EDIT: Actually, T's might already be able to boost up to that vantage point! It's a shame we play casual with no collisions.   :D

Edited by Puddy

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