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Posted

Yeah, I think dismapping those stairs is overkill even though it adds just that more natural feeling to them. It's consuming time as popcorn, too, so why not get this map done faster while having a smaller download too? ;)

Anyway, really awesome work with this map. Looking forward to it even though I don't play CSS.

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Posted

a dodging flower :cool:

flower05dodge1ee.th.jpg

atm i am on a high motivation level :-D

is this grass made of individually placed sprites or detail props?

by the way I'm impressed by your work but how is the performance? can you post your budget?

Posted

texturememory is wasted because of some exportproblems. vmt files get exported too but they get the name of the tga used in maya. so i have to assign just renamed tga's -> two times loaded texture.recent test showed, that the map will run on my notebook in good performance 30~60fps (P4, 2,4 Ghz, 256MB ram, DX8 radeon mobility9000 64MB) on my workstation(amd 64 3500+, 2GB RAM, x800 256MB) i can play with constant 60 fps in 16:10 1280x768 (60hz).

the grass is a model (manually placed)

some detailed information:

30MB for model files

~80MB textures (53MB actually in use)

:eng101:

Posted

I say fuck it and make as much custom as you can and make it a visual map that is like a technology test that can still play well, just that it has a hefty download. That would be sweet.

word, get me some eyecandy. :dance:

Posted

candy? well i am working on it :) i've redone some texture of the church (still needs more detail. portraits and more decorationtrims. something to make the floor more interesiting would be cool too. well and a door is missing too :shock:

corse00537lo.th.jpg

corse00551lh.th.jpg

corse00589fb.th.jpg

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corse00618lg.th.jpg

cheers! :dance:

Posted

Brushwork in the first shot needs a lot of work. I don't really like the lighting in the church either, it's missing some shadows and color. Oh, and the "wallpaper" doesnt make much sense and dont really fit the theme imo.

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