jackophant Posted July 9, 2015 Report Posted July 9, 2015 @Vaya I think that prop is from cs_militia, and it does look a little out of place in it's current state. OrnateBaboon 1
OrnateBaboon Posted July 29, 2015 Author Report Posted July 29, 2015 Vaya - The rock walls are not ideal, but the best solution I have for cover in those parts. Previously they were arches, and then bsp walls. Definitely looked worse than the rock walls. I am open to suggestions on a replacement for them.Spent time on some important tasks. Like adding caged chickens to eye candy areas!Also got the base down for the T entrance to mid. Looks less gamey now I think. Still a rectangle shape like before - just less obvious. Will do some detailing, and add the cover next. Thewhaleman, 1488 and jackophant 3
jackophant Posted July 29, 2015 Report Posted July 29, 2015 @OrnateBaboon What's the random logic near the chickens for? And is that building next to the white truck not a little pointy? Looks like I could cut myself on it and the door/window each side of it seems a little tight Mark C., OrnateBaboon and Puddy 3
Puddy Posted July 29, 2015 Report Posted July 29, 2015 Yeah building looks very pointey. Don't they usually flatten the last part of such buildings? OrnateBaboon 1
OrnateBaboon Posted July 29, 2015 Author Report Posted July 29, 2015 Good shout chaps on pointy building - Added a bevel - nicer for movement as well.jackophant - logic is so that the chickens have different idle animations. Pampers, Vaya, MaanMan and 2 others 5
Squad Posted July 31, 2015 Report Posted July 31, 2015 Nice progress! The pointy building still doesn't seem to have enough space for the closest windows and door to be properly useable. Might be the angle though.Btw, how did you do the chickens exactly? OrnateBaboon and blackdog 2
TheGuma Posted July 31, 2015 Report Posted July 31, 2015 Vaya - The rock walls are not ideal, but the best solution I have for cover in those parts. Previously they were arches, and then bsp walls. Definitely looked worse than the rock walls. I am open to suggestions on a replacement for them.Spent time on some important tasks. Like adding caged chickens to eye candy areas!Also got the base down for the T entrance to mid. Looks less gamey now I think. Still a rectangle shape like before - just less obvious. Will do some detailing, and add the cover next. *Sorry for long-as* quote but okay*Haha, the chicken cage, I remember doing it the inefficient way.Basically all I did was remove collisions with the cage prop and add a hollow clipping brush around the cage so that the chicken could move around inside it. What's your approach to this may I ask? Also, I know this is silly, map looks freaking awesome! OrnateBaboon 1
OrnateBaboon Posted August 5, 2015 Author Report Posted August 5, 2015 (edited) Squad - yeah, will adjust the door and window - is probably too close. The chickens - hopefully be updating map soon to the workshop, so you can decompile map and see the entities and just add them from there. If you want to see now - I can post up a vmf of them.TheGuma - See above! I must admit, I am disappointed I never thought of that method. Seems pretty sensible to me!Could not live with Vaya's crit about the rock walls, so replaced the obvious candidates with cars. Which then led to a road - and the other bits that go with it. Thinking it is worth adding more road to other areas since it gives a bit more plausibility. Still no 3d skybox yet. Edited August 5, 2015 by OrnateBaboon Lizard, 'RZL, jackophant and 5 others 8
OrnateBaboon Posted August 24, 2015 Author Report Posted August 24, 2015 Still working on this - updated ct spawn - widened it and got rid of an arch that used to be there. Needs more detailing, but better shape and more open.Did a night test to try and distance map more from cs italy. Anyone think this is a better way to go? More work, but might help separate the map more from other maps based in Italy. Opinions on this would be most appreciated, since I don't really know what way is best to go. Seldoon182, st0lve, DooM and 8 others 11
Pampers Posted August 24, 2015 Report Posted August 24, 2015 You have progressed so much since you first signed up here and made your first posts. Keep it up! OrnateBaboon 1
Andre Valera Posted August 24, 2015 Report Posted August 24, 2015 Go with the night theme, it seems you lit up the environment enough for people to see each other, and I'm sure after a few playtests you can add some extra lights if you need to. If I was to describe a map based on resources used from Italy and Cobble, it would hard to pin it down, at this time your map would be the first night map crafted around those resources that stands out. Well done, by the way. OrnateBaboon 1
st0lve Posted August 24, 2015 Report Posted August 24, 2015 (edited) The night one looks sweet, but just make sure that there is enough light in every playable area and that you have good visibility and readability. Edited August 25, 2015 by st0lve OrnateBaboon 1
Bodd Jonar Posted August 24, 2015 Report Posted August 24, 2015 https://gyazo.com/a89cbedab479885d04ffd7357a6f7a9b That building is frikkin beautiful! And try the night theme! OrnateBaboon and Lizard 2
Logic Posted August 25, 2015 Report Posted August 25, 2015 The night theme still looks bright enough to make the map easily readable! Go with that one! OrnateBaboon 1
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