Pericolos0 Posted June 19, 2004 Report Posted June 19, 2004 playtest^µ~~!! i got better at ts and will own this map Quote
GrayFox Posted June 19, 2004 Report Posted June 19, 2004 But I've played this map (an earlier version) like hell, so you don't have a chance Quote
-Stratesiz- Posted June 19, 2004 Author Report Posted June 19, 2004 Thanks sirs. Stolve: It's an "western meets asian culture (mostly Japanese)" type of office focusing on stock market stuff/financing/consulting whatever, but without the offices. I think I've had enough playtests already so no more tests. Testing/beta stage is over now. /me thanks OL and peri for the modelling help. Quote
this is the clown Posted June 20, 2004 Report Posted June 20, 2004 Really Like the lighting in this map gj Quote
PhilipK Posted June 23, 2004 Report Posted June 23, 2004 looks great!! Nice work strat! oh and btw. im home after first 1.5 week of army free for 4 days!!!11 wooooh!! Quote
Minos Posted June 24, 2004 Report Posted June 24, 2004 BLAZZAAA^~~Get your fkng fat ass into #mapcore Quote
jfas Posted June 24, 2004 Report Posted June 24, 2004 i thought this was an old threat so i never looked but then i looked and it looks good strat Quote
mikezilla Posted June 24, 2004 Report Posted June 24, 2004 just kidding, somebody told me to say that. i think it looks super amazingly non constructivy commenty awesome. Quote
DD Posted June 24, 2004 Report Posted June 24, 2004 Very good~! Not much to say. Try getting models for those chairs and even your lights. The placement of the lights are good but I mean the actual source of the light. Those big chunky square bsp pieces are kinda the ug. One cool thing to do is make the light source a func_wall or illusionary, make it invisible but you can still use rad lighting, then you can place a model there, a good one with transparency on it. Oh also try some random lights upward against the walls, etc. Quote
-Stratesiz- Posted June 25, 2004 Author Report Posted June 25, 2004 As a matter of fact the chairs are models, but they are just extremely plain ones that I only retextured. I don't really like them but I'm not a modeler and they can't be really that complicated since there are six of them and two more sofa models in the background. I'm pretty much maxed as far as brush based entities are concerned. A few more them and HL would crash. Yes, model lights would be a nice touch but I would like to see the actual source of the light, as in a bright spot in the model. This would require two models with different settings yadayada... and since I can't use more brush based entities it's out of the question. I just hate the HL1 engine and all its lame restrictions. I've done some floor lighting as well in the map although I don't really think it fits the theme I had in mind. Well I did have some other ideas I never really tested out so I might run some quick tests next week. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.