Found what looked like a couple of
over-lapping brushes in two places,
but I want to wait until I get home late tonight and can run the map on
my desktop pc with a better video card before I show it to you, to make
sure they are not just artifacts of the crappy video card in my laptop.
Just downloaded it, and my first impressions? Name your .txt file the
same as your .bsp file - not only is it standard naming convention, but
it means you don't have your readme written over by the next chump who
makes your mistake :razz: Also, some mods search for mapname.txt to display
during gameplay (eg. AG1 did this). I'll give my actual thoughts on the
level in a while :smile:
Posted by RabidMonkey777 on
Wed Jan 19th 2005 at 12:14am
I'll try to get a layout at some point - Essentially, the map consists of the outdoor portion, three indoor rooms, as well as a few connecting rooms and the exterior refinery portion.
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Plays well and i remember i played a earlier version that was leaked and it was odd indeed as the sky was a warehouse double the size of the player i took pic i think
here we are not a clear one but it shows the weirdness
Posted by Nickelplate on
Mon Dec 27th 2004 at 5:14pm
Here are some tips to improve your lighting situation:
Use env-glow ents set them to blink at random times and keep them high in the air. Instead of full-on light ents use these as more of an LED approach. They don't shed very good light but will make your map LOOK spectacular.
use lighted textures and make a LONG flourescent bulb-type thing running down a few of the big tower things. (it's possible, if you want me to i can make a prefab of one for you.)
use floodlights of very bright Xenon-headlight colored blueish-white. Then point them at the high-traffic areas.