Posted by Agent Smith on Sun Feb 13th 2005 at 2:40pm
Sorry Orph, the screens were a bit of a rush. I even shrunk em down and everything. I think at the time it was a bit of payback on some assholes on the steam forums. Give me a bit and thy wish will be granted. (I usually optimize them, I swear!)
I'm not quite sure what your talking about, culverts and such. If you could explain and perhaps point it out on my overly bloated screenshots
.
[addsig]
Sorry Orph, the screens were a bit of a rush. I even shrunk em down and everything. I think at the time it was a bit of payback on some assholes on the steam forums. Give me a bit and thy wish will be granted. (I usually optimize them, I swear!)
I'm not quite sure what your talking about, culverts and such. If you could explain and perhaps point it out on my overly bloated screenshots
[addsig]
Posted by Orpheus on Sun Feb 13th 2005 at 2:30pm
my god smith, do you truly not understand "Optimized screen shots"
i do however love the improved sections.. don't misunderstand.
*whispers* less than 100k bud.. less...
[edit] one observation: culverts rarely look "bored" as with yours, they are jointed additions to the network. try to make the additions look realistic. some sort of a transition is needed.
[addsig]
Posted by Agent Smith on Sun Feb 13th 2005 at 2:07pm
Well I've finally gotten the beta 2 done and its now available for the general public. I've had it up on the steam forums for a bit while the SnarkPit's been down, but now its up again I can get some decent commentary, and hopefully I won't have to repeat myself hundreds of times because some stupid f**kers can't read!
Screenshots:
See next page for screens (blame Orph)
Download from Here:
http://files.filefront.com/DM_HYDRO_B2/;3802345;;/fileinfo.html
Enjoy
[addsig]
Well I've finally gotten the beta 2 done and its now available for the general public. I've had it up on the steam forums for a bit while the SnarkPit's been down, but now its up again I can get some decent commentary, and hopefully I won't have to repeat myself hundreds of times because some stupid f**kers can't read!
Screenshots:
See next page for screens (blame Orph)
Download from Here:
http://files.filefront.com/DM_HYDRO_B2/;3802345;;/fileinfo.html
Enjoy
[addsig]
Posted by keved on Sun Jan 30th 2005 at 1:18pm
? quoting Agent Smith
Oh, and it turns out it was the ambient light making the shadows pink, I'd changed the colour and didn't remember. Anyway, if I select a gray instead the map becomes too dark and loses a lot of its feel.
Thought it was as I had the same issue in NP_Refinery. I'm finding it's a balancing act to juggle this ambient value; a colourless value and the prop shadows look ok but the lighting throughout the level is grey & lifeless, but too much colour in the value and the prop shadows look totally unrealistic. A separate value for prop shadows would have been nice...
Posted by Gorbachev on Sun Jan 30th 2005 at 10:03am
? quote:
Oh, and it turns out it was the ambient light making the shadows pink,
I'd changed the colour and didn't remember. Anyway, if I select a gray
instead the map becomes too dark and loses a lot of its feel.
For ambient light, I suggest a grey, or a very slight tint to the grey. So if you wanted warmer make it a slight orangy/reddish tinge to it.
[addsig]
Posted by Agent Smith on Sun Jan 30th 2005 at 9:57am
Well you might find the fps to be a bit low on a system that isn't that good, my system included. I can put that down however to the fact that we only had a month to build the map right after the release of the game. Myself and a number of other people over-estimated the capabilities of the new engine, buying into Vavle's hype about how f**king awesome it was and how much you could do, and discovered that holy s**t, it isn't as f**king awesome as they said.
That in mind kind of consider it a first map of soughts, an extreme test of the Source engine. On that note however, the lowest framerates in my map are only slightly lower than the low points in dm_lockdown which, compared to the level of complexity and detail in my map, is crazy. In a good way though.
Oh, and it turns out it was the ambient light making the shadows pink, I'd changed the colour and didn't remember. Anyway, if I select a gray instead the map becomes too dark and loses a lot of its feel.
[addsig]
Well you might find the fps to be a bit low on a system that isn't that good, my system included. I can put that down however to the fact that we only had a month to build the map right after the release of the game. Myself and a number of other people over-estimated the capabilities of the new engine, buying into Vavle's hype about how f**king awesome it was and how much you could do, and discovered that holy s**t, it isn't as f**king awesome as they said.
That in mind kind of consider it a first map of soughts, an extreme test of the Source engine. On that note however, the lowest framerates in my map are only slightly lower than the low points in dm_lockdown which, compared to the level of complexity and detail in my map, is crazy. In a good way though.
Oh, and it turns out it was the ambient light making the shadows pink, I'd changed the colour and didn't remember. Anyway, if I select a gray instead the map becomes too dark and loses a lot of its feel.
[addsig]
Posted by Mikee on Sun Jan 30th 2005 at 7:56am
I will be very interested to see how it fares in terms of FPS, and with the HL2 engine borking most maps when more than 12-14 people join a server. ie) Ones like Rebar & NP_Petrol, Lockdown do ok with 16, but Torque, Watergate, Depot_rc1, and many others that look great become unplayable lagaramas. I have 16 players in my server much of the time now, so I'll try it out when it's released. *keeps finger crossed*
Posted by Agent Smith on Sun Jan 30th 2005 at 12:53am
Here's hoping.
I have considered the ambient lighting being responsible for the pink shadows keved, but the problem there is that the ambient lighting is more of a purple colour, which is present in the shadows cast by static props. Only the physics objects, weapons and items cast this wierd shadow.
Thanks for the encouragment guys, very much appreciated. It's almost done now.
[addsig]
? quote:
Hopefully as soon as this map becomes available for download, some major servers will put it up for rotation.
Here's hoping.
I have considered the ambient lighting being responsible for the pink shadows keved, but the problem there is that the ambient lighting is more of a purple colour, which is present in the shadows cast by static props. Only the physics objects, weapons and items cast this wierd shadow.
Thanks for the encouragment guys, very much appreciated. It's almost done now.
[addsig]
Posted by onniguru on Sun Jan 30th 2005 at 12:26am
Hopefully as soon as this map becomes available for download, some major servers will put it up for rotation.
Posted by pepper on Sat Jan 29th 2005 at 11:00pm
I just wet my pants....
Respect for you smith!!
[addsig]

