Re: Second CS map
Posted by Gollum on
Fri Sep 5th 2003 at 12:03pm
Posted
2003-09-05 12:03pm
Gollum
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Location: Oxford, England
From the pictures, I'd say the most useful thing you could do to improve your maps is to learn about lighting them. It doesn't look like you have any lighting at all - the map is rendered "fullbright".
Experiment with entity and especially texture lighting in a few test maps. Observe the dramatic or subtle effects that you can create with good lighting. Compare a well-lit map to one with no lighting.
Re: Second CS map
Posted by KoRnFlakes on
Fri Sep 5th 2003 at 12:04pm
Posted
2003-09-05 12:04pm
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Jul 3rd 2002
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Location: Norfolk
bleh, did you even compile with vis/rad ?
Re: Second CS map
Posted by benanderton on
Fri Sep 5th 2003 at 12:10pm
Posted
2003-09-05 12:10pm
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Sep 2nd 2003
Occupation: Nothing/Slacker lol :p
Location: 127.0.0.1
Yes, i think :rolleyes: I do have lighting, see the ceiling light thingsm there are 4 Light entities inside each one.
Re: Second CS map
Posted by Gollum on
Fri Sep 5th 2003 at 12:13pm
Posted
2003-09-05 12:13pm
Gollum
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Location: Oxford, England
It really doesn't look like your lighting works. Really, you must be able to notice a difference between the lighting in your map and the lighting in (say) the Valve maps.
Look at the tutes and editing threads on this site to find out how to make lighting work. But regardless, it's not a good idea (I think) to release a map which seems to be fullbright.
Re: Second CS map
Posted by Jinx on
Fri Sep 5th 2003 at 1:18pm
Jinx
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Gollum, you don't think it's a good idea to ever release a map, under any circumstances! :razz:
polies look like they are probably high, too. and maybe he has a LEAK that's preventing vis/rad from running?
Re: Second CS map
Posted by benanderton on
Fri Sep 5th 2003 at 1:25pm
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Sep 2nd 2003
Occupation: Nothing/Slacker lol :p
Location: 127.0.0.1
Jinx was right, i thought it looked a bit odd when i compiled, is there anyway to tie any VB or anything into Maps, i know quite a bit and it would be cool if i could generate scripted events with VB.
I'll post when i have finnished the lighting, i'm gonna make the lights be off except make a switch for them to go on and have a light_env whatever its called near the window giving the illusion theres sun coming through.
Is there any better way to add a corridor or a hall to a room other than taking part of the wall away, you are just asking for leaks when doing that?
Edit: Duh.. reality hits, that would mean adding the VB runtimes to every single map that i make so meh... Goodbye VB scripted events. Besides, i'm back at school soon and i have a social life to fit in, jeez so much going on at 16 :rolleyes:
Re: Second CS map
Posted by fraggard on
Sat Sep 6th 2003 at 12:47pm
Posted
2003-09-06 12:47pm
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Jul 8th 2002
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Location: Bangalore, India
Doors will not block VIS at all. In fact, no entity will. You will have to take care of VISBlocking structurally
Re: Second CS map
Posted by benanderton on
Sat Sep 6th 2003 at 4:54pm
23 posts
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Registered:
Sep 2nd 2003
Occupation: Nothing/Slacker lol :p
Location: 127.0.0.1
I've heard of a Vis blocker, will that work?