WhatGrenadeWhere Posted January 3, 2017 Report Share Posted January 3, 2017 Dig the Old West theme. Quote Link to comment Share on other sites More sharing options...
jd40 Posted January 3, 2017 Author Report Share Posted January 3, 2017 4 hours ago, Vaya said: Did you add any horizontal hints? That's what this map needs more than anything. I'll review whats being rendered tonight yeah I filled up the game area with horizontal hints but I'm thinking I made them too high and they see into far off vertical hints. Quote Link to comment Share on other sites More sharing options...
jd40 Posted March 13, 2017 Author Report Share Posted March 13, 2017 So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips? MadsenFK 1 Quote Link to comment Share on other sites More sharing options...
Lizard Posted March 13, 2017 Report Share Posted March 13, 2017 18 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips? Second screen looks very natural. I would leave it as it is. VIOLATION and Vorontsov 2 Quote Link to comment Share on other sites More sharing options...
text_fish Posted March 13, 2017 Report Share Posted March 13, 2017 24 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips? You could try removing the big red lines, they just seem a bit incongruous with the overall theme. Other than that I think it looks very nice. Radu, will2k, Smileytopin and 21 others 24 Quote Link to comment Share on other sites More sharing options...
jd40 Posted March 19, 2017 Author Report Share Posted March 19, 2017 (edited) Made a radar image Scheduled a playtest on 23rd Apart from clipping and optimization touchups the map should be pretty much done. Edited May 15, 2018 by jd40 Vaya, Roald, Bevster and 16 others 19 Quote Link to comment Share on other sites More sharing options...
jd40 Posted March 24, 2017 Author Report Share Posted March 24, 2017 (edited) Thanks for testing everyone Somebody asked about lighting. Here's some screenshots of what I tried so far That last pic is from yesterdays playtest, but I've increased the sun angle a bit since. The reason I chose this over the second pic is shadow advantage for CTs. Other changes: Breakable window on B short is now not breakable CT spawn had some room for optimization but T is as good as it gets Added some wires hanging throughout the map Fixed bombstuck and floating barrel at mid Fixed some clipping and loose nodraws, hopefully more when I get chat transcript or demo Added glowsticks at the bottom of A site elevator shaft. The last thing to do left is soundscapes. Edited May 15, 2018 by jd40 Fnugz, 'RZL, Plat and 6 others 9 Quote Link to comment Share on other sites More sharing options...
maxlevelboi Posted March 24, 2017 Report Share Posted March 24, 2017 Wowa, this looks legit : D! jd40 1 Quote Link to comment Share on other sites More sharing options...
Vaya Posted March 24, 2017 Report Share Posted March 24, 2017 you can increase the optimisations massively by moving high up models into the skybox. this will stop large areas of the map being drawn at once. jd40 and maxlevelboi 2 Quote Link to comment Share on other sites More sharing options...
Klems Posted March 24, 2017 Report Share Posted March 24, 2017 (edited) On 13/03/2017 at 1:03 PM, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips? I think if you removed the lighting in the upper area, and increased the lights in the lower area (as well as use a lighter floor texture, these are so 2004) this would improve the look a lot. Some spots would be great. I haven't played the map yet so I don't know if the upper area is walkable or not. Usually area that aren't walkable should have less contrast and should be less lit. Here it's the same color/lighting everywhere so nothing really catch the eye. Just my 2 cents. The second screen is fine but some more rocks and grass wouldn't hurt I guess. EDIT: also add some leaves under the tree Edited March 24, 2017 by Klems 'RZL, baem123, leplubodeslapin and 1 other 4 Quote Link to comment Share on other sites More sharing options...
MaanMan Posted March 24, 2017 Report Share Posted March 24, 2017 5 hours ago, Vaya said: you can increase the optimisations massively by moving high up models into the skybox. this will stop large areas of the map being drawn at once. That might make the optimization worse. As all objects in the skybox are rendered if a player can see a 3d_skybox texture. It might be best to be aggressive with horizontal hints and area portals. Squad 1 Quote Link to comment Share on other sites More sharing options...
jd40 Posted March 25, 2017 Author Report Share Posted March 25, 2017 (edited) On 3/24/2017 at 5:02 PM, Klems said: I think if you removed the lighting in the upper area, and increased the lights in the lower area (as well as use a lighter floor texture, these are so 2004) this would improve the look a lot. Some spots would be great. I haven't played the map yet so I don't know if the upper area is walkable or not. Usually area that aren't walkable should have less contrast and should be less lit. Here it's the same color/lighting everywhere so nothing really catch the eye. Just my 2 cents. The second screen is fine but some more rocks and grass wouldn't hurt I guess. EDIT: also add some leaves under the tree thanks for the tips! I think it's an improvement, maybe the floor texture is a little too clean Edited May 15, 2018 by jd40 JustFredrik, the0rthopaedicsurgeon, Radix and 6 others 9 Quote Link to comment Share on other sites More sharing options...
Vaya Posted March 25, 2017 Report Share Posted March 25, 2017 On 3/24/2017 at 7:36 PM, MaanMan said: That might make the optimization worse. As all objects in the skybox are rendered if a player can see a 3d_skybox texture. It might be best to be aggressive with horizontal hints and area portals. rendering a couple extra low poly models in the skybox vs entire large areas of the map. Would need to be tested but I'm pretty sure it would help the frames dips. Quote Link to comment Share on other sites More sharing options...
Squad Posted March 27, 2017 Report Share Posted March 27, 2017 On 25-3-2017 at 10:36 PM, Vaya said: rendering a couple extra low poly models in the skybox vs entire large areas of the map. Would need to be tested but I'm pretty sure it would help the frames dips. Large areas in the map being redered isn't caused by high up props. Horizontal hints are the way to go to optimise. Vaya 1 Quote Link to comment Share on other sites More sharing options...
jd40 Posted March 27, 2017 Author Report Share Posted March 27, 2017 (edited) @Bevielis Quote A chokepoint with the bulldozer could be more defined, cover the prop with a wooden platform from one side? Did you mean this? Edited May 15, 2018 by jd40 Quote Link to comment Share on other sites More sharing options...
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