Posted by Andrei on Sat Jan 22nd 2005 at 3:41pm
I don't think the brightness is a bad thing. It makes it look very much like a Pacific Island.
Posted by ddrgn on Sat Jan 22nd 2005 at 4:09am
This map plays well, looks great, one of the best hl2dm maps yet, and thats not just my opinion, the server packs for this map and players are loving it, great job
Posted by cbk on Fri Jan 21st 2005 at 2:58pm
I really like it...one thing is that from the top of the lighthouse you can see the big square of land all the way around it.
Posted by mazemaster on Sat Jan 15th 2005 at 11:48pm
I would, but I need someone with DX9 to take some screenshots. Also apparently there is a bug in the 3d skybox that looks kinda bad when you look out at the sea from high up in the map on DX8/9. I didnt notice before i submitted since im on DX7 where water is opaque. But its too late to change that... :/ [addsig]
I would, but I need someone with DX9 to take some screenshots. Also apparently there is a bug in the 3d skybox that looks kinda bad when you look out at the sea from high up in the map on DX8/9. I didnt notice before i submitted since im on DX7 where water is opaque. But its too late to change that... :/ [addsig]
Posted by mazemaster on Sat Jan 15th 2005 at 1:23am
Final Version -
http://users.seascape.uk.net/~mazemaster/dm_island17.zip
Thanks to everyone who helped with beta testing, advice, etc, and a big thanks to Juim for hosting the playtest.
Went to the Bellevue post office and dropped it off today - the guy there exclaimed "hey this is right here" and he went and put the map in the Valve P.O. box as I waited. [addsig]
Final Version -
http://users.seascape.uk.net/~mazemaster/dm_island17.zip
Thanks to everyone who helped with beta testing, advice, etc, and a big thanks to Juim for hosting the playtest.
Went to the Bellevue post office and dropped it off today - the guy there exclaimed "hey this is right here" and he went and put the map in the Valve P.O. box as I waited. [addsig]
Posted by mazemaster on Thu Jan 13th 2005 at 1:08pm
They are func_areaportalwindows and the stuff you see is not the areaportal itself but rather the func_brush's that are supposed to be rendered only when you are X distance away from the func_areaportal. [addsig]
They are func_areaportalwindows and the stuff you see is not the areaportal itself but rather the func_brush's that are supposed to be rendered only when you are X distance away from the func_areaportal. [addsig]
Posted by Leperous on Thu Jan 13th 2005 at 12:56pm
I too can see your areaportal windows- you're meant to texture them with nodraw or toolsareaportal, really, and set them to start open. I think your water should either extend out more (good for VIS!) or a fade distance is needed, I don't like being able to see the edges from the lighthouse
Posted by mazemaster on Thu Jan 13th 2005 at 12:45pm
Wow. A 14+ hour vis just turned into a 1 hour vis. All I did was move in each side of the skybox inward about 1/3 the distance to the center. Heck, beforehand I even had hint brushes correctly placed blocking off all the unused space. Apparently vvis has a personal vendetta against large areas, even when they are big square blocks of empty space. [addsig]
Wow. A 14+ hour vis just turned into a 1 hour vis. All I did was move in each side of the skybox inward about 1/3 the distance to the center. Heck, beforehand I even had hint brushes correctly placed blocking off all the unused space. Apparently vvis has a personal vendetta against large areas, even when they are big square blocks of empty space. [addsig]
Posted by mazemaster on Thu Jan 13th 2005 at 10:02am
Crono I dont know how this is, but you seem to be seeing all of my areaportalswindows brushes even though they are not supposed to be shown until you are a fair distance away. I do not know how this is, and no one else has reported this happening, but perhaps a fast vis has something to do with it. [addsig]
Crono I dont know how this is, but you seem to be seeing all of my areaportalswindows brushes even though they are not supposed to be shown until you are a fair distance away. I do not know how this is, and no one else has reported this happening, but perhaps a fast vis has something to do with it. [addsig]


