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Posted

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.

Posted

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.

Posted

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.

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