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Looks great but there's a lot of props and textures in this map that stick out for not using the hr counterpart.

There's a hr texture for blue tarp. Use that with some displacements and you can make very realistic looking tarp very easily.

You're using cobble's grass/dirt blend. It's fine, but there are a lot of 4-way-blends from hr_massive that you should check out, they might really work with your theme better.

The lighting on every foliage prop in the map looks out of place. You should check out some different foliage lighting settings. I like to just take every foliage prop, put them into a new map file with some ground beneath them and then copy paste them into multiple sets that I can compile all at once with different lighting settings. Different props really look better on different settings and it's hard to know those settings without some testing.

 

Edited by Tynnyri

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6 hours ago, Tynnyri said:

Looks great but there's a lot of props and textures in this map that stick out for not using the hr counterpart.

There's a hr texture for blue tarp. Use that with some displacements and you can make very realistic looking tarp very easily.

You're using cobble's grass/dirt blend. It's fine, but there are a lot of 4-way-blends from hr_massive that you should check out, they might really work with your theme better.

The lighting on every foliage prop in the map looks out of place. You should check out some different foliage lighting settings. I like to just take every foliage prop, put them into a new map file with some ground beneath them and then copy paste them into multiple sets that I can compile all at once with different lighting settings. Different props really look better on different settings and it's hard to know those settings without some testing.

 

Thank you Tynnyri! I will take all of those things into consideration. A few things though - I am not using a lot of un-hr textures. In fact, I think there might be only a few, and I'll get rid of them soon. And for the cobble grass blend, no, I am not using that texture xd. I am using a hr_massive texture there. I'll try to fix the lighting on the foliage. :)

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Here are some of the final pictures that I have for you guys. I think I might JUST finish the playable space before the deadline, but I've got doubts about that. The map is currently not as polished as I want it to be, but I'm mostly happy with what I've got in my hand for now. This is the final push!

de_hideout0304.jpg

de_hideout0302.jpg

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2 hours ago, ElectroSheep said:

No, don't do that, it's a waste of memory. The better solution is, instead of doing a big brush for the roof, to make more precise brushes that will follow the walls of your buildings

You are 100% right.

Edited by Nication

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