Posted by Campaignjunkie on Wed Oct 27th 2004 at 9:55pm
I concur. That's one of the stupidest things I've ever heard in a while. I would have thought you would know better.

[addsig]
Posted by ReNo on Wed Oct 27th 2004 at 9:33pm
Ballblue, even I want to slap you for that comment
[addsig]
Posted by Paladin[NL] on Wed Oct 27th 2004 at 8:09pm
what's up doc?
oh well,
don't look at it as two-thousand-five-hundred...
look at it as a number
Posted by Orpheus on Wed Oct 27th 2004 at 8:07pm
| ? quoting G.Ballblue |
|
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? |
*must resist.. must...........resist.*
some one else please take over, before i blow a circuit.
[addsig]
Posted by Paladin[NL] on Wed Oct 27th 2004 at 8:05pm
a) make something good (or close to)
b) you get comments like these
c) you improve your map
d) we happy
e)you happy
f) we worship thou mapping "skills"
g)you take over world domination
h) to find out that HL2 doesn't have inbuild multiplayer
i) suicide numbers world wide rise out of tha scale
Posted by G.Ballblue on Wed Oct 27th 2004 at 8:02pm
| ? quoting Tracer Bullet |
| So, I downloaded the map? I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada? |
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag?
If performance isn't affected, I wouldn't screw around with it then ![]()
Posted by Tracer Bullet on Wed Oct 27th 2004 at 7:12pm
So, I downloaded the map?
I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada?
I took this shot because it is your very best area in terms of lighting. You see how there is a nice contrast between the red and the white lights? The rest of the level is almost completely lacking on this front.
This is a nice touch that gives the impression of a blindingly bright light in the ceiling? to bad there isn?t a pool of light on the ground to match.
This shot illustrates two things. First, the very good layout you have going here, and second, the absolute flatness of most of the lighting.
I have three words for you: FIX THE LIGHTING!
This could be one of those levels that makes other mappers cry with the desire to create something equally good, but IMO the lighting spoils everything. You just have too many sources that aren?t bright enough. Cut the number of sources you have by half or two-thirds, double their brightness, and become good friends with the light_spot entity. Whether you fix this map, or not take home this lesson: flat lighting = dead disinteresting level.
Oh yes, and fix that r_speed peak! [addsig]
Posted by Orpheus on Wed Oct 27th 2004 at 6:43pm
you need not remove any, just decrease the bounces to 1.. make harsher light/dark lines that way.
you can also, decrease the illumination of the light textures, and put light spots close to the floors to make light/dark lines..
[addsig]
Posted by Hugh on Wed Oct 27th 2004 at 6:40pm
I think TB's point is that some of the lights could be removed. At least that's how I feel about the map, they're freaking everywhere and don't really appear to light much up outside of the brush itself. [addsig]
Posted by Orpheus on Wed Oct 27th 2004 at 6:37pm
| ? quoting Tracer Bullet |
| Very pretty architecture, but all except for the last shot, you're lighting is very flat. I'm not seeing any shadows in the first two pics at all! |
might be asking a bit much TB, how could he have shadows, when every square foot of the room has illuminating textures ![]()
the outside area has a significant amount less light fixtures ![]()


