Progress:<br style="color: white;">Im currently adding detail here and there, adding fences, making the 3D-sky better, adding cables and such. Lots of progress is being made. Soon ill add elevators so that betatesters will have possibility to move around WITHOUT noclip. Im also planning to add weapons aswell. When this is done, the map will be fully playable, although it will still lack the visual stuff.<br style="color: white;"><br style="color: white;">
<br style="color: white;">I don't know if you missed it, but what about the name dm_stratos ? stratos is just short for stratosphere.<br style="color: white;"><br style="color: white;">Stratosphere definition:<br style="color: white;">1 : the part of the earth's atmosphere which extends from about 7 miles (11 kilometers) above the surface to 31 miles (50 kilometers) and in which temperature increases gradually to about 32? Fahrenheit (0? C) and clouds rarely form<br style="color: white;">2 : a very high or the highest region on or as if on a graded scale <construction costs in the stratosphere> <the celebrity stratosphere><br style="color: white;"><br style="color: white;">Well... I guess it's not cloudy, but at least it's high up!<br style="color: white;">
<br style="color: white;"><br style="color: white;">Yes stratos is a good candidate, but ill keep Cloudcity as a projectname to avoid any confusion until the map is actually finnished.<br style="color: white;"><br style="color: white;">
<br style="color: white;">Entities can just be placed in the 3D skybox, only no player starts. The Valve wiki states that players and other objects cannot enter the 3D skybox, but any entity can be used within it.<br style="color: white;">
<br style="color: white;"><br style="color: white;">Hhrrm! Guess i misunderstood the Source Wiki... Very good news indeed. Hopefully i will be able to make some real nice s**t in the 3D-sky... Hopefully.<br style="color: white;"><br style="color: white;">
<br style="color: white;">So theoretically you should be able to create similar sky boxes to UT. Look at moving clouds, maybe some small ships or combine stuff flying around, fog, etc.<br style="color: white;">
<br style="color: white;"><br style="color: white;">Yes, thats what im aiming on. Hopefully it will turn out as i want it to.<br style="color: white;"><br style="color: white;">
<br style="color: white;">I would think that if you had a very large scrolling sky texture of some sort that you could have it exceed the edges of the visible sky but have say very broad edges of sky material to hide it in. In this way, you could have a slowly moving sky without any repeat say in a 15 minute frag.<br style="color: white;"><br style="color: white;">In fact, with the texture being transparent, you could have multiple ones at different heights and densities to simulate cirrus and cumulus clouds perhaps. <br style="color: white;">
<br style="color: white;"><br style="color: white;">Good suggestion, however it feels like an old school solution. I found some interesting stuff at the source wiki about Counter-strike source maps which uses cloud models.<br style="color: white;"><br style="color: white;">
<br style="color: white;">I like futuristic citiy themes a lot. My first impression of the screenshots was that they are very dark. If someone plays the map on a sunshiny day he might not see much.<br style="color: white;">
<br style="color: white;"><br style="color: white;">People has always complained about that in my maps when they have seen the screenshots. However, i have never heard anywone complaining about the darkness when they have played ingame.