grapen Posted July 10, 2017 Author Report Posted July 10, 2017 Just now, FMPONE said: A bit of a derail of this thread, but it's not even clear that the Workshop needs a downvote feature. Who gathers the most up votes would be sufficient. I suppose the bots would win either way but banning users who link to phishing sites should definitely be a thing. dimes2dope, Deh0lise and gav 3 Quote
'RZL Posted July 10, 2017 Report Posted July 10, 2017 Oh boy it's the old fiasco all over again, and here I was hoping it would never happen again. Edit: Anyway, great looking map! Congratulations on the release! Radu, grapen, will2k and 4 others 7 Quote
dimes2dope Posted July 10, 2017 Report Posted July 10, 2017 1 hour ago, FMPONE said: A bit of a derail of this thread, but it's not even clear that the Workshop needs a downvote feature. Who gathers the most up votes would be sufficient. Yea, my apologies - and I totally agree, there doesn't even need to be a downvote button. The real issue is that de_scepter is a very impressive map, and definitely deserves the exposure it would get being on the front page. Hopefully it can make it's way back to the top if it gets enough positive ratings. grapen 1 Quote
leplubodeslapin Posted July 10, 2017 Report Posted July 10, 2017 I understand you're skeptical and afraid it would be a failure because you released a big project and it's scary. But dude ... It's a great map. It looks really great, neat. The level design is refreshing, i haven't played on it but player's navigation is just perfect and fits the theme really well. I like what you did with some indoors that isn't shown in the screenshots, "simple" but efficient. It seems hard to believe it's your first Source map with your first props and textures, in any case it's really clean.Neat ! grapen, blackdog, will2k and 1 other 4 Quote
WhatGrenadeWhere Posted July 10, 2017 Report Posted July 10, 2017 @grapen Wow. Just did a run through w/ bots. Amazing map. Great detail. Easy to learn layout and awesomely simple bomb sites. Pat yourself on the back. grapen 1 Quote
Vaya Posted July 10, 2017 Report Posted July 10, 2017 I think the map needs more landmarks. Nothing really stands out- everything looks very simular. grapen 1 Quote
grapen Posted July 11, 2017 Author Report Posted July 11, 2017 The good news this morning is that the map has stabilized on the front page of the workshop, thanks everyone who made that happen! The bad news is that I've had reports from two different people that a specific material is causing issues. Here's a screenshot from one of the guys: And here's the material: LightmappedGeneric { $basetexture de_scepter\scep_windowglass01b $surfaceprop glass $selfillum 1 $basealphaenvmapmask 1 } I'm not able to reproduce the issue with any of the settings, and the selfillum is working fine with the diffuse alpha. Has anyone seen this before? Quote
dimes2dope Posted July 11, 2017 Report Posted July 11, 2017 1 hour ago, grapen said: The good news this morning is that the map has stabilized on the front page of the workshop, thanks everyone who made that happen! Easy Re-Takes, well done! 1 hour ago, grapen said: And here's the material: LightmappedGeneric { $basetexture de_scepter\scep_windowglass01b $surfaceprop glass $selfillum 1 $basealphaenvmapmask 1 } I'm not able to reproduce the issue with any of the settings, and the selfillum is working fine with the diffuse alpha. Has anyone seen this before? I'm assuming you have quotes on this line: $basetexture de_scepter\scep_windowglass01b It may not matter but doesn't hurt to be safe! grapen 1 Quote
grapen Posted July 11, 2017 Author Report Posted July 11, 2017 (edited) 1 minute ago, dimes2dope said: I'm assuming you have quotes on this line: $basetexture de_scepter\scep_windowglass01b It may not matter but doesn't hurt to be safe! I made a habit of not doing quotes unless VTFEdit were being cranky about. Won't hurt to check if that could be it. Thanks! Edited July 11, 2017 by grapen Quote
dimes2dope Posted July 11, 2017 Report Posted July 11, 2017 (edited) 1 hour ago, grapen said: I made a habit of not doing quotes unless VTFEdit were being cranky about. Won't hurt to check if that could be it. Thanks! Yea, may not matter. FYI I cant Reproduce it either: (static props hidden) No issues on my end with the texture. Did you get any other details from the guys - Graphics settings? GPU? etc. I tried on Low and High Settings, no effect, different ansiotropic - did nothing Currently Running 2 GTX 580s - probably with slightly out dated drivers No issues for me. The screenshot u showed kind of looks like it can see the skybox like with r_drawworld 0 Here's with props but no world: EDIT: also, maybe im wrong but why are you using $basealphaenvmapmask 1 You don't have an $envmap set for the material - so there are no reflections for the Envmapmask: Edited July 11, 2017 by dimes2dope grapen 1 Quote
grapen Posted July 11, 2017 Author Report Posted July 11, 2017 (edited) 2 minutes ago, dimes2dope said: also, maybe im wrong but why are you using $basealphaenvmapmask 1 You don't have an $envmap set for the material - so there are no reflections for the Envmapmask: Yeah the $basealphaenvmapmask 1 is just there so that the $selfillum won't affect the metal Must have forgotten to add an envmap though! Edited July 11, 2017 by grapen Quote
dimes2dope Posted July 11, 2017 Report Posted July 11, 2017 (edited) 1 hour ago, grapen said: Yeah the $basealphaenvmapmask 1 is just there so that the $selfillum won't affect the metal Selfillum Should do that by Default, does it not? - it uses the alpha Channel of the base texture to see how bright each pixel should be So the metal would not be bright, because the alpha channel makes it not bright. Thats the whole point of using Selfillum over UnlitGeneric I thought, (among other things I guess) Does it not work without what you put? Here's how it looks with and without a separate mask, because in the first one it uses the base textures alpha channel. Edit: hope you saw this @grapen Selfillum should do by default, what you were trying to do with $basealphaenvmapmask 1 so that may be what caused the problem. Edited July 11, 2017 by dimes2dope grapen 1 Quote
Pivac Posted July 11, 2017 Report Posted July 11, 2017 Truly beautiful map with unique visuals, despite somewhat familiar theme. Outstanding work on custom textures and models. Great balance between aesthetics and visibility. Nice angles, movement and clip-brush work. Definitely an operation material! Voting manipulation is seriously triggering me, something needs to be done about that. Removing down-voting would be a good counter I think. grapen and leplubodeslapin 2 Quote
ZeLzStorm Posted July 11, 2017 Report Posted July 11, 2017 Just an update on the workshop manipulation advertising thing. Community banned and workshop removed due to advertising betting websites. Good to see Steam Mods keeping on top of banning the right people. You should see less manipulation now. Pivac, rosk, Deh0lise and 7 others 10 Quote
Roald Posted July 11, 2017 Report Posted July 11, 2017 Great job Grapen I love it! Finally you released it, I waited so long Besides the 20 pages long list of the things I love, there are a few minor things I noticed while walking arround: The breakable glass window is really hard to see. I jumped trough the window and bumped my head there. From T spawn walking to B, the brown room feels a litle too dark. When a CT pushed it was hard to see him. Also pushing further to B where the paths split to the bombsite and those sniper windows, that area feels a litle too dark. It was abit hard to see the CT's there. Just some minor things u could consider for a futuring update grapen 1 Quote
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