Roald Posted November 29, 2017 Author Report Posted November 29, 2017 (edited) @leplubodeslapin Will try it out! Thanks for thinking with me Edited November 29, 2017 by Roald Quote
Roald Posted November 30, 2017 Author Report Posted November 30, 2017 On 29-11-2017 at 10:15 AM, leplubodeslapin said: @Roald Could you try to configure one of your light_spot with a linear falloff Like this one for example : And also, another one with this : Linear : 50 Quadratic : 1 (Not entirely sure it would be better, just curious) The constant 0 linear 1 quadratic 0 is alot better thanks!! I will use that alltrough the map Quote
leplubodeslapin Posted November 30, 2017 Report Posted November 30, 2017 Could you show us the result ? (or maybe you want it to be a surprise ? ) Quote
Roald Posted November 30, 2017 Author Report Posted November 30, 2017 Well I do not have much time unfortenatly. Working on the radar atm and hopefully I can compile the map tonight afther work so I can upload it to the workshop in time for the contest Quote
Roald Posted December 1, 2017 Author Report Posted December 1, 2017 (edited) On 30-11-2017 at 5:10 PM, RA7 said: Good LUCK!! Thanks but not going to make it. I hate deadlines haha. I have some problems with my PC and overworked and blabla so instead of stressing I will leave it for what it is, give the others a bigger chance and continue on my own pace while having fun and joy working on the map instead of stressing my ass off. I am glad I got this far in such a short time anyways and I would be glad if I can publish a playable version soon for a playtest. Edited December 16, 2017 by Roald RA7, JimWood and maxlevelboi 1 2 Quote
Roald Posted January 7, 2018 Author Report Posted January 7, 2018 (edited) Fixed some stuff and created a radar. The map is finally on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1261713986 Overview: @leplubodeslapin I followed your advice and I like it! Thanks alot mate Edited January 7, 2018 by Roald slavikov4, Serialmapper, leplubodeslapin and 4 others 6 1 Quote
Serialmapper Posted January 7, 2018 Report Posted January 7, 2018 (edited) I used a similar sky texture in one of my maps a few years ago. In the picture are the settings that i used for the light_environment to better match the angle and the colour of the light. That sunset light will look pretty on those white walls. Give it a try if you want. brightness 244 146 113 60 ambient 143 176 214 300 Edited January 7, 2018 by Serialmapper maxlevelboi and Roald 2 Quote
Roald Posted January 7, 2018 Author Report Posted January 7, 2018 Thanks alot @Serialmapper Will defintly try that out maxlevelboi 1 Quote
Serialmapper Posted January 8, 2018 Report Posted January 8, 2018 You may adjust it accordingly. That sky texture as you can see is more like a dusk than a sunset so that's why i used 60 for the brightness intensity. Quote
Roald Posted January 16, 2018 Author Report Posted January 16, 2018 (edited) So I was looking at my overview and thinking about some feedback I recieved on the workshop and some ideas came up in mind. It hasn't been playtested by anyone so it might be hard to judge, but what about reconnecting the midle entrance for T's in the midle of the mid path so they are further away from A (which has 2 entrances to the site) and closer to B (which has only 1 entrance). Also some guy found the CT paths to A too complicated so what about reworking it like I did on the overview? the red 'X' is a removed path and the green 'O' is a new connection. old: new concept: Edited January 16, 2018 by Roald Apeyou and maxlevelboi 2 Quote
Roald Posted January 20, 2018 Author Report Posted January 20, 2018 (edited) Yeaah some more spam. @Serialmapper I tried your settings with some darker ambient value. This is how the new concept of the layout look ingame Seperated CT / midle path New T -> mid entrance Edited January 20, 2018 by Roald slavikov4, JimWood, Serialmapper and 1 other 4 Quote
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