Re: Melawan
Posted by Nickelplate on Tue Jan 4th at 7:20pm 2005
you can scale them down! in the displacemnt surface properties set the SCALE tag to 16 like the rest of your skybox!
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Re: Melawan
Posted by Nickelplate on Wed Jan 5th at 9:14pm 2005
You should probably put walls around the map in a ROUNDED, FREEFORM SHAPE. Then to brak up the "wall repetition" make part of the wall fallen in and crumbling. make it so you can see out into the desert hills which will be your 3d-skybox-camera-box thing(just eye candy) then just make it impossible to get out there by using a clip brush. Is this making sense? Put walls and a road going past the main part of the map with a gate on either end of the road, that will break up the walls a bit on either side, then just find some interesting things to do with the rest of it.
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Re: Melawan
Posted by Forceflow on Thu Jan 6th at 11:29am 2005
It does make sense, Nickelplate. I took a screenshot that shows an overview on how the map edges look now.
If I have things right, this should work: I place a camera entity at my
origin, and copy this entity with the edges of my map (the walls you
see now, for example)
I place this group - scaled down to 1/16 or something in a small skybox
outside of my actual map. Then, I surround these smaller walls by
displacement surfaces and perhaps some buildings. Then I delete the
outer walls I copied into my smaller skybox, and the original camera entity.
So this should work ?
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Re: Melawan
Posted by Nickelplate on Thu Jan 6th at 3:15pm 2005
from what i gather from what you're saying, it should work perfectly. Now you just need to make your walls detailed and fun. Which i am sure you'll be able to do. I can't wait to play this one. Is this your contest submission?
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Re: Melawan
Posted by Forceflow on Thu Jan 6th at 4:11pm 2005
It's indeed, for CS:S, and even if it was allowed to send in CS:S maps, I wouldn't have a chance.
I might release a HL:DM version too, because in fact, I'm just making a Counterstrike Deathmatch map. (like "dlroweci_yf" - horresco referens, but
waay better than just 4 ugly blocks and a s**tload of weapons.) It
could work in HL:DM mode too, but I'll have to redo some
architecture for some good weapon placement.
Anyway, first this one to finish.
And Reno, I was indeed wrong. The 3d skybox does support displacement surfaces.
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Re: Melawan
Posted by Captain P on Tue Sep 6th at 5:09pm 2005
Looks ok I think, but overall too similar in color and lighting. Adding
some middle-east tapestry(? - tapijten), perhaps old and dusted and
broken, would be good I think. If you can find an alpha-blending sand
texture for your dismaps, that would be good too. It's too similar
right now.
What's it going to be? A ruined middle-east village, or more of an old capital/palace thing?

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Re: Melawan
Posted by Forceflow on Tue Sep 6th at 5:44pm 2005
Some kind of ruined middle-east temple complex.
It looks a bit repetitive now, I know. I'll be adding props (not too
much) and details (like "tapijten") when the architecture is done.

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Re: Melawan
Posted by Crono on Wed Sep 7th at 11:14pm 2005
All I can say is don't be afraid to up the brush count a bit. Especially with cylinders. Unless the excuse you'd use is that you don't want to work with more edges.

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Re: Melawan
Posted by Trapt on Thu Sep 8th at 7:14am 2005
It's alright, but it really needs better lighting and a skybox.
And as Crono said, a little roundness would look nice.

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