T-Rexer Posted August 28, 2021 Report Posted August 28, 2021 (edited) The Danger Zone experiment returns to the sun soaked hills of southern Italy. Between scenic towns and ancient ruins, fight to survive and be the last man standing.Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2587298130 Made by: Hasselh0ff, KlixX, Seth, Quotingm Slimek, Andi, Squidski and T-R3x3r Edited August 28, 2021 by T-Rexer RA7, fewseb, Corvus and 21 others 10 14 Quote
blackdog Posted August 29, 2021 Report Posted August 29, 2021 I always enjoy seeing my native country represented in games, thank you for the choice Reminds me most of central Italy and the Easter trips with my parents rolling in a camper. Any specific reference? Did you take several places and made it into one? T-Rexer 1 Quote
FMPONE Posted August 29, 2021 Report Posted August 29, 2021 I really like the interior shot of the church and the pastoral scenes. If I had one criticism of these screenshots it would be the architectural textures, which seem far too clean and lego-like. The lack of displacement blending and realistic wear is noticeable. The bottom of a wall should not really look like the top of a wall, etc, there should be some gradients going on there. It does not have to be intense and you can keep your soft look, but it should be present. T-Rexer and Lizard 2 Quote
ThunderKeil Posted August 30, 2021 Report Posted August 30, 2021 Big agree with @FMPONE, it looks very nice but the lack of texture blending on the cobbled roads and some walls/buildings really stands out T-Rexer 1 Quote
T-Rexer Posted August 30, 2021 Author Report Posted August 30, 2021 On 8/29/2021 at 7:34 PM, FMPONE said: I really like the interior shot of the church and the pastoral scenes. If I had one criticism of these screenshots it would be the architectural textures, which seem far too clean and lego-like. The lack of displacement blending and realistic wear is noticeable. The bottom of a wall should not really look like the top of a wall, etc, there should be some gradients going on there. It does not have to be intense and you can keep your soft look, but it should be present. Thanks for the input! you are right, we actually had a blend texture there and those walls are still displacements but we swicthed the texture at one point that wasnt a blend texture. Will fix that! FMPONE 1 Quote
SirSnail Posted September 7, 2021 Report Posted September 7, 2021 (edited) Beautiful map! So much so I had to run around in it for research and I came across a few things: The archway where my crosshair is has the fade distance set too low Spoiler As well as here (in the window by crosshair, about 4 props i wanna say?) Spoiler There's a weird bump here, could be clipping or model collision Spoiler Speaking of stairs, a little short here Spoiler The water in the sewers is showing the 3d skybox Spoiler And missing a water texture here Spoiler These areas I found are a bit too dark and IMO it just doesn't look all that good (first image needs the displacement sewn or adjusted) Spoiler This wall all needs to be sewn (thin line visible through where the displacements are supposed to meet) Spoiler And finally, just something I would do probably doesn't matter all that much, but I would add a block light to this roof Spoiler Overall amazing and really good looking map! I can't imagine making something so large and having it work with this ancient engine, framerate overall was great, had a few hiccups going through some buildings but I was also noclipping everywhere so it could've been that. Personally don't play DZ at all, but I would love to see this included for diversity and, y'know, less desert maps overall? Hope I helped in finding some bugs! Edited September 7, 2021 by SirSnail Forgot to spoiler images lol finndev478 and T-Rexer 1 1 Quote
T-Rexer Posted September 11, 2021 Author Report Posted September 11, 2021 On 9/7/2021 at 11:08 PM, SirSnail said: Beautiful map! So much so I had to run around in it for research and I came across a few things: The archway where my crosshair is has the fade distance set too low Hide contents As well as here (in the window by crosshair, about 4 props i wanna say?) Hide contents There's a weird bump here, could be clipping or model collision Hide contents Speaking of stairs, a little short here Hide contents The water in the sewers is showing the 3d skybox Hide contents And missing a water texture here Hide contents These areas I found are a bit too dark and IMO it just doesn't look all that good (first image needs the displacement sewn or adjusted) Hide contents This wall all needs to be sewn (thin line visible through where the displacements are supposed to meet) Hide contents And finally, just something I would do probably doesn't matter all that much, but I would add a block light to this roof Hide contents Overall amazing and really good looking map! I can't imagine making something so large and having it work with this ancient engine, framerate overall was great, had a few hiccups going through some buildings but I was also noclipping everywhere so it could've been that. Personally don't play DZ at all, but I would love to see this included for diversity and, y'know, less desert maps overall? Hope I helped in finding some bugs! Wow, thanks for the feedback. We have fixed some of those things in the first patch already but we’ll check if there is anything we missed! Quote
Radu Posted September 11, 2021 Report Posted September 11, 2021 34 minutes ago, T-Rexer said: we’ll check if there is anything we missed! Spoiler blackdog and Quotingmc 2 Quote
T-Rexer Posted September 17, 2021 Author Report Posted September 17, 2021 On 9/11/2021 at 1:14 PM, Radu said: Hide contents Ahh yes. Andi took the laser cutter to the bridge. We will replace it down the line, but it doesnt seem like we need to update it any time soon since it is not going ingame right now. Quote
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