Z(Rus) Posted November 16, 2014 Author Report Posted November 16, 2014 (edited) thank you, maybe some of the textures I will use or remade Edited November 16, 2014 by Z(Rus)
Z(Rus) Posted November 17, 2014 Author Report Posted November 17, 2014 first alpha build was have 13 leaks and very much portals 4213 portalclusters 14036 numportals 16325 numfaces ************ ERROR ************ MAX_MAP_VISIBILITY exceeded
Z(Rus) Posted November 18, 2014 Author Report Posted November 18, 2014 a couple of screenshots Sprony, Hipshot, fKd and 1 other 4
Hipshot Posted November 18, 2014 Report Posted November 18, 2014 What's the r_speeds of the most expensive scenes when you play?
Z(Rus) Posted November 18, 2014 Author Report Posted November 18, 2014 not yet tested need more optimization, i only optimize portalclusters 4213 -> ~2100+ and need do something with 3D skybox
fKd Posted November 18, 2014 Report Posted November 18, 2014 looking really awesome man, keep those shots coming! as far as MAX_MAP_VISIBILITY. make some textures with the surfaceparm nonsolid and use weapon clip brushes round lots of those patches. i had this issue with my last comp map. this seems to fix it. just gotta find that sweet spot where the map will compile without errors. good luck!
Z(Rus) Posted November 18, 2014 Author Report Posted November 18, 2014 Hey Hipshot, I did it...why these two textures are not looped?)) Sprony and Thurnip 2
Z(Rus) Posted November 18, 2014 Author Report Posted November 18, 2014 i think need add more lights Hipshot and Sprony 2
Thurnip Posted November 18, 2014 Report Posted November 18, 2014 i think the shadows are too hard, too dark.Are you planning more lights to change this?keep it on
Obsidian Posted November 19, 2014 Report Posted November 19, 2014 (edited) This map looks stunning! It's hard to tell how it will play from a gameplay perspective based on the screenshots, seems like a lot of symmetry which typically doesn't work very well for a deathmatch map. Edited November 19, 2014 by Obsidian
Z(Rus) Posted November 19, 2014 Author Report Posted November 19, 2014 i think the shadows are too hard, too dark. Are you planning more lights to change this? keep it on yes i want add some torches This map looks stunning! It's hard to tell how it will play from a gameplay perspective based on the screenshots, seems like a lot of symmetry which typically doesn't work very well for a deathmatch map. symmetry can be broken using proper placement of items
Z(Rus) Posted November 19, 2014 Author Report Posted November 19, 2014 first floor textured Sprony and Hipshot 2
Z(Rus) Posted November 20, 2014 Author Report Posted November 20, 2014 almost finished texturing Thurnip 1
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