I'm working on optimizing the map in order to be able to increase the max viewable distance. So far I've managed to increase it with about 1000 units, but I'm afraid thats about as far as I can go...
Posted by Myrk- on Wed Jun 1st 2005 at 9:51pm
Sort out the draw distance with the fog... Maybe use some giant fog dust s**t around the whole level too to give it more motion (the particle distance fog is boring and static- such old skool technology).
Todays progress update:
I have removed some of the thumpers and replaced two of them with the big ones, I'm working on making it possible for the player to climb up on them...
Furthermore I have placed combine looking posts all around the map to increase the detail level.
When looking at them, I suddenly feel that the ambience lightning of the map has to be reduced and damped, so that it will look more like late evening..
What do you guys think?
Here's some pics:


If you have displacement surfaces you can put a solid surface behind it, and build your skybox off the top of that solid surface. Im not sure but I think that can even be a No Draw texture behind the displacement.
Yes, that is correct. You may use a nodraw block to prevent the map from leaking, wich is exactly what I have done.
I have made a skybox except for the bottom block, wich is textured with the no draw texture.
Posted by G4MER on Wed Jun 1st 2005 at 5:38pm
Im afraid it doesnt matter if i remove all the holes in the map. Since displacement surfaces doesnt count as solid brushes, I still have to make a skybox around it to prevent it from leaking all over.
First off the picture looks really good. Ok now onto the part to Orpheus..
If you have displacement surfaces you can put a solid surface behind it, and build your skybox off the top of that solid surface. Im not sure but I think that can even be a No Draw texture behind the displacement.
Thanks alot for all enthusiasm, I really appreciate all the suggestions and comments. Here's a small list of changes, if you have something to add, please tell me =).
Things to be added:
A really cool 3D-sky.
More details outdoors (such as rocks ETC).
Rubble under the crack in the bridge, wich should work as cover.
Teleporter effects, including sounds.
Ambient sounds in all the different enviroments.
Things to be changed:
Remove some of the thumpers
Improving the visual quality in the areas inside the big combine fortress.
Texture alignment here and there.
More smooth terrain.
Fixing the APC on top of the bridge.
Things i'm considering:
Redoing the rebel base into a deserted/destroyed combine base.
Adding specific weapons to make the gameplay more diverse.
Making a second version of the final map with "normal" weapon config.
Adding a crashed spaceship somewhere, maybe in the mountains?
Posted by Myrk- on Wed Jun 1st 2005 at 11:17am
It was fine before- just a little bare. I suggest playing the single player level with the teleporter and take ideas from that- maybe have protected spawn points behind force fields or something. Also you need some sounds in there- something big and epic, with a big fat ass sprite doing crazy s**t round the teleporter so that it makes it look more unstable.
Posted by Hugh on Wed Jun 1st 2005 at 10:59am
The room should definitely be darker, it doesn't seem very moody for a Combine fortress. Maybe add some fancy access doors, too, those are always cool. It's kinda hard to tell if you're on the right track yet, though the architecture does look like in the same general style of the Citadel so at least that's a good thing. " SRC="images/smiles/icon_smile.gif">

Personaly im not really satisfied, first of all i need to dampen the lightning, to make the room be a bit darker then perfhaps... What do you guys think?
Am I on the right track?
Im currently working on a "what to do" list aswell and will publish it soon so you can see what im planning aswell as easier pointing out things that I have forgot.
Orpheus:
Posted by Guessmyname on Tue May 31st 2005 at 2:25pm
If you look at the bridge screenshot (its in the post with the layout) the apc's wheels are in the concrete...


