FMPONE Posted July 30, 2007 Report Posted July 30, 2007 Where's the rubble. Hooked on phonics is AWESOME Now realize there is no debris models, and no displacement debris on the ground yet, so that will be all over in the final version. Is not having the debris on the ground the only thing thats unrealistic about it? In my map I built the horizontal wood portions out 4 units or so AND FUCKING UPLOAD HOUSE DOT COM
Gorion Posted July 30, 2007 Report Posted July 30, 2007 the huge hole needs to made in 2 holes, or atleast make something that holds the roof up high at the point of the building everytime i see that building, i think wow, when does it collapse :S
JeanPaul Posted July 30, 2007 Author Report Posted July 30, 2007 In my map I built the horizontal wood portions out 4 units or so AND FUCKING UPLOAD HOUSE DOT COM I dont think I can afford that, as I am already at 800 solids and the bridge isnt even close to being done. the huge hole needs to made in 2 holes, or atleast make something that holds the roof up high at the point of the building everytime i see that building, i think wow, when does it collapse :S Do you think that whenever you see the allied spawn in Avalanche?
Sentura Posted July 30, 2007 Report Posted July 30, 2007 the roof wont collapse, it is supported by corner columns not by sides -.-
Dradz Posted July 30, 2007 Report Posted July 30, 2007 Link? hehe, better late than never...link to Hintzmann's dod_ludendorf bridge -- similar in concept, but your bridge will be mostly covered (if I get your idea) which will make it similar only in that it has a bridge as the central element. http://www.dayofdefeat.net/forums/showt ... hp?t=69840
JeanPaul Posted July 30, 2007 Author Report Posted July 30, 2007 I dig that concept, a lot, but damn, that map is pure ass
mabufo Posted July 31, 2007 Report Posted July 31, 2007 I dig that concept, a lot, but damn, that map is pure ass Oh my god, you're an asshole.
FMPONE Posted July 31, 2007 Report Posted July 31, 2007 I dig that concept, a lot, but damn, that map is pure ass Oh my god, you're an asshole. haha
mabufo Posted July 31, 2007 Report Posted July 31, 2007 I dig that concept, a lot, but damn, that map is pure ass Oh my god, you're an asshole. Be more constructive with your feedback as well, please.
JeanPaul Posted July 31, 2007 Author Report Posted July 31, 2007 I dig that concept, a lot, but damn, that map is pure ass Oh my god, you're an asshole. Was that your map? Sorry
Dradz Posted July 31, 2007 Report Posted July 31, 2007 I dig that concept, a lot, but damn, that map is pure ass Since I am the noob of the bunch here, I'll bite -- what makes it looks so bad?
JeanPaul Posted July 31, 2007 Author Report Posted July 31, 2007 I dig that concept, a lot, but damn, that map is pure ass Since I am the noob of the bunch here, I'll bite -- what makes it looks so bad? -Very visible fog that doesn't match the skybox -Ugly exterior texture choice -Dull lighting -Close to zero destruction in the map -Conflicting themes in some areas (Italian architecture/industrial) -Open areas with nothing interesting in them
JeanPaul Posted August 1, 2007 Author Report Posted August 1, 2007 A tiny update. I am still trying to figure out how valve gets their interiors so well lit without ANY light casting entities. http://www.uploadhouse.com/fileuploads/ ... 3d40f8.jpg EDIT: I figured it out
Rick_D Posted August 1, 2007 Report Posted August 1, 2007 a light entity with constant set instead of linear i won't explain it in detail because you figured it out - but others might like to know <_<
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