Re: de_park
Posted by Ovary on
Thu Jun 21st 2007 at 7:05am
5 posts
11 snarkmarks
Registered:
Jun 20th 2007
:smile: I swear to you the map will not be killbox like its just an open map.. displacement rocks will guide you through different paths. Dear god why hasn't anyone posted.... I really need suggestions on this map... I see like 40 replys for other maps which look even more incomplete than mine and I haven't gotten anything more than one reply... cmon people I really need your advice here.... pleeeeaaaaaaaazzzeee post!!!1 i will give u candy and beer if you do ... maybe
Re: de_park
Posted by Ovary on
Sat Jun 23rd 2007 at 4:10am
5 posts
11 snarkmarks
Registered:
Jun 20th 2007
True True... that's the response I got over at Interlopers about the largeness. The fps is at a constant 80 as of right now on a radeon 9800xt(old ass graphics card).. I made the ground of the map out of one displacement so I could save fps and go crazy on cliff displacement . I will post more screen shots soon... You will see that the map is open but also confined to where the player can go... for example I'm gonna use the militia models of the stick barriers and build nodraw textures just above them so the player can't run all over the map like a hamster on crack. maybe I shouldn't of posted screen shots so soon as everyone is getting the impression that i can't fill the space. Thanks for the great comments... I really enjoy looking at your maps Riven its an honor to have you comment on my map... definitely keep looking at this post cause I assure you the empty space wont be as empty as you think... I think the idea of having to aim farther away makes the game more challenging and interesting... the trees and displacement will be plenty of cover to make the game play interesting sooo stay tuned..
Re: de_park
Posted by Cash Car Star on
Sun Jul 1st 2007 at 9:25am
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
You need to stretch your landscape textures more. When you keep
them at the level you have, the texture repeat is very obvious.
Look at the lawn in screenshot number three - it's supposed to be grass
but it ends up looking like tile because the pattern is so obvious.