Suggestions please..




Looks indeed a bit ehm ... fullbright and a lack of texture variation ...
I like the idea, but get yourself some prefab cars or boxes and put 'em on the streets, will look nicer.
Try to do some outdoor lighting too, will create some atmosphere.

Try some assault textures or even assault 2k textures[you need to get them out of the bsp, use textractor]put in an light_enviroment, some borders on the window would look nice.
hehe your snarkmarks say 69[er] lol.
/crawls back under rock

I think I might make it night. I do like those sort of maps... nightvision and all, may look rather spinkeh.
| ? quote: |
| The texture work is no where near even started. |
I wanted to get on with the brushwork.. didnt want to texture something I was going to delete.
| ? quote: |
| snarkmarks say 69 |
Boogie on down to the general forum, you'll notice I only came back to this site after about a year, two days ago.


If this is your first map, ever, then its OK. If not... well, if Vash were here, he'd eat your legs ![]()
I suggest you use more texture variations, the lights the same texture as the street just doesnt look right. Even though you say the texture work isnt done yet... you could at least do something before releasing screens.
Brushwork is... OK I suppose. What are your wpoly/epoly like? I see very little visblocking. Also I've noticed some distant faces are being culled (In Hammer, go Map->Map Properties and increase max viewable distance
)
I think you should make it a night map. n00bish outdoor maps always look better in the dark...
Thats just my thoughts, agree/disagree if you want, I dont care, as long as you learn from it.
EDIT: Just looked at your first post:
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| I' have just spent about 8 hours solid, thoughout the night on this map. Kinda got to a sticky point, where its turned into a laggy killbox |


Youve got the right idea for visblocking. If you make the buildings look decent, the map isnt going to look blocky.
I dont know about compiler frontends... but to make lighting work, you need to run HLRAD.exe. Also, this may sound stupid, but do you actually have any lights in the map?
[addsig]

Well, its not the best way, but at least it means you have lights in the map, so it eliminates one possibility.
Does your map have any leaks? If it does, VIS and RAD wont run, so your map will look, well, like it does in those screens...
[addsig]
I scrawled through the compile log, and found I did, obviously. Had an entity, about 1 nano pixel stuck into a brush, and that counts as a leak... apparently. anyway - its fixed now. But I've a new error !!!yaya.ugh.


That wouldnt kill the game like that.
This is really weird... hmm... Sorry, I've got no idea.
[addsig]
