Dude, methinks you're letting muhnays bad disposition alter your perspective of the sentences you read. Before you say that's not true I'd like to point out that every time he posts some off the wall comment everyone else starts to see demons in replies that aren't there. There is, or was no hidden meaning to my post.
I said, Duncan could have lowered the bottom of the water brush to fill in the gap between the areas in question.
I was laughing at you because your logic that it would have increased his brush count was not right. I was LAUGHING at you, nothin more.
In other words, its my opinion that the brush count would have not changed.
Posted by Le Chief on
Wed Feb 23rd 2011 at 12:21pm
"Orpheus" said: and, lowering the water to the floor would have increased it? OK.. I can see that I suppose.... LOL, nah.
Huh? I don't understand what you're trying to say... that honestly sounded like it came from a teenager.
Lowering the water level would not have fixed it fully because there would still be a gap between the "sea bed" and the displacements. I don't really think this discussion is worth polluting Finger's map thread with is it?
"Orpheus" said: Uhh, Duncan.. I found an issue.
You can swim outside, or below the water. I dunno why or how, but you might wanna address this and re-release.
Yeah I noticed that too, and I got myself caught under the displacements.
"Finger" said: I noticed in Aarons level, if I fell, I didn't die. Is something possibly going on with these entities?
Strange - i placed a giant kill-brush that should prevent that from happening. I noticed in Aarons level, if I fell, I didn't die. Is something possibly going on with these entities?
The use of the 20 brush limit in this is impressive because you wouldn't think that a brush limit was enforced, the level's visuals and layout feels wholesome as it is.
And the way you integrated the hard metal brushes with the organic snow displacements was visually and gameplay wise really effective. This map on a larger scale, no brush limit, would be something to see for sure.
The other thing that worked out well was the snow-floor/snow-wall blending to match the physique of the displacement. And looking through the source texture folder, you have displacement etc maps.