de_vestige
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Re: de_vestige
Posted by Naklajat on Mon Feb 20th at 8:01pm 2006


image Hello all.

This is my best map yet, it plays very well except bombsite B is a little far from the rest of the map. I'm trying to cut the time it takes to get from one bombsite to the other from around 17-18 seconds down to around 12-13 seconds. Theres also some cubemap problems with the water and in various places around the map. Most areas are not very detailed yet because I'm mostly working on the layout right now. Here (removed dead link) is a screenshot gallery, with a link to download the map. The thumbnailed gallery page is around 60KB, and the 20 screens are from about 30KB to 60KB each, totalling 910KB. There's also a problem here(link removed) where you can see from one side of the map to the other, and it's so far away that it doesn't draw the far wall., but I can think of a few ways to fix it.

(download removed)

You can also play it on our CS:S server at 66.151.255.230:27015 (no longer exists), just ask any [TGM] member to switch to it, most will gladly comply. We have fast http downloads so you can actually get it a little faster from the CS:S server than you can by downloading the zip.



=o



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Re: de_vestige
Posted by Orpheus on Mon Feb 20th at 8:13pm 2006


It is generally a good idea to take your screens with the FPS displayed. It gives the impression that you are confident in your work. People who do not are considered to be hiding something.

As to the screens, I will look at them closer soon but what sticks out most is its monotonal theme and you have rocks on the rooftops. You need a bit of color. If not in the textures then at least make it a bright sun shiny and chipper day.

Rock ceilings tend to collapse in real life. At least pebble sized ones you chose do.

Will comment more later.





The best things in life, aren't things.



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Re: de_vestige
Posted by Naklajat on Mon Feb 20th at 8:54pm 2006


Lowest FPS I get in this build is 120, but my FPS is locked at 70 most of the time.

I don't really want to change the lighting, I really like the shadows the morning sun casts. I'm also looking for vegetation models, which I think would add a lot of color. Before this map is done I'm going to _try_ to make some custom textures for it.



=o



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Re: de_vestige
Posted by Orpheus on Mon Feb 20th at 8:57pm 2006


Morning light has many shades. You seem to have "morning showers"

Try "Springtime in April" instead.

Seriously though, its a bit early for me to complain, so I will shut up now. <img src=" SRC="images/smiles/icon_biggrin.gif">





The best things in life, aren't things.



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Re: de_vestige
Posted by Naklajat on Fri Feb 24th at 9:21am 2006


I changed the light to a gray orange in the next compile, and it looks a lot better now. Thanks for the suggestion Orph <img src=" SRC="images/smiles/icon_smile.gif">

I've been working on it a lot- several hours a day for the past 4 days, and it has really changed a lot. These screens look like v2a20 or v2a23 (I don't remember), I'm working on v2a34, and I've compiled v2a20, v2a23, v2a28, v2a30, and v2a33 for play testing. As soon as I compile it next (most likely tomorrow) I'll post new screens from every compiled version.



=o



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Re: de_vestige
Posted by Naklajat on Sat Feb 25th at 5:31am 2006


removed dead links {
Screenshot gallery
de_vestige_v2a35.zip (6,151KB)
de_vestige_v2a35.tar.bz2 (3,406KB)
}

I think the layout is pretty much complete, after hours of play testing and lots of suggestions. Most of the work from here on out is going to be polishing and fixing bugs as they come to light. There's not much in the way of complex brushwork so the map runs really well on most people's computers. Any suggestions a very welcome image

Edit:
and I fixed the problem of being able to see from one side of the map to the other.



=o




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