Re: Persian Letters [updated x Final]
Posted by ReNo on Sat Jul 24th at 7:49pm 2004
Its looking pretty epic, bigger than I expected for some reason. I'd really need to see it compiled to pass judgement, there are lots of awkward parts in the texturing that are obvious in hammer but may be hidden better in game, and together with the lack of lighting, I feel it would be unfair to say anything about it without seeing compiled shots.
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ReNo
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Re: Persian Letters [updated x Final]
Posted by Crackerjack on Sun Jul 25th at 1:01am 2004
no you can't.. its impossible
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Crackerjack
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Re: Persian Letters [updated x Final]
Posted by Ferret on Tue Jul 27th at 4:29am 2004
pure sexy. I'd say more orange/yellows outside and more blues inside to balance your lighting. Also I'd like to see some of your weapon placements ;P

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Re: Persian Letters [updated x Final]
Posted by Crackerjack on Tue Jul 27th at 4:48am 2004
The first pic looks quite empty and boring compared to rest of the map. Than your windows really need to lose the cross hatching.. HL is rendering them in a way that appears that if its more of a bug then just detail added to the texture. Other than that its looking pretty nice
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Re: Persian Letters [updated x Final]
Posted by -Stratesiz- on Tue Jul 27th at 12:54pm 2004
Agreed. The first shot does not do justice to the rest of the map. The ceiling feels artificial somehow. Why not make it similar to the other hallway shots?

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Re: Persian Letters [updated x Final]
Posted by Campaignjunkie on Tue Jul 27th at 6:02pm 2004
That part is rather undetailed for a reason - high-traffic area
(although it doesn't look like it) and it's connected directly to the
Library portion. But I'll see what I can do anyways, you're all right.
About the windows - if I lose the crosshatching, it looks almost worse (it's more of a "hole in the wall" rather than a window)
Kind of at a loss of how to do this. Most of the windows in PoP had the
grating too, except it looked okay. I'm thinking of maybe getting a
circular-grating, making the glow 512x512, and scaling it down so it
looks sharper or whatever. Basically they need to stay recognizable as
windows and also match PoP's style of windows, so I'll pretty much need
some form of grating. Blargh.
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Re: Persian Letters [updated x Final]
Posted by Crackerjack on Mon Aug 9th at 1:10pm 2004
Huge improvment on the windows, look alot better. But like Hugh said.. I expected more. But you did a real good job with what you have.
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Re: Persian Letters [updated x Final]
Posted by Forceflow on Mon Aug 9th at 7:24pm 2004
this looks great ... so many good maps in compo this year ... decisions, decisions ...
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Re: Persian Letters [updated x Final]
Posted by Campaignjunkie on Mon Aug 9th at 8:32pm 2004
A list of cutout content due to constraints / BSP limits:
- Dynamic King of the Hill gameplay; each area had a pad, and the hill
would randomly move every 30 seconds. Had to remove due to
allocblock:full error. Also conveniently solves the problem of finding
other players to fight in the giant map.
- Water reflections in the Baths area; had to remove to conserve leaves. Looks pretty damn cool though.
- Traps within the palace. Spikes, crushing walls, swinging axes of
doom, etc. Cut out for allocblock:full and to conserve leaves. But
would have added an interesting dynamic to the gameplay, or quite
possibly become incredibly annoying. Never had time for a playtest
though.
- Lots of other cool details and cliff-brushes, deleted to save clipnodes and leaves. Damn map limits!
Assuming I did do a more polished version, I don't think I can add the
detail back in, considering the BSP limits. Maybe I'll chop up parts of
this map to use in a mini-Singleplayer pack, who knows.
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Campaignjunkie
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