I would prefer to delay the lighting as much as possible because with one simple light_environment, it brings the compile time from almost instant, to about 2 hours, which is a big difference.TRUST ME!! You don't want to put off the lighting. It will take dozens of compiles to get it the way you want. I put off the lighting in de_substructure. Later on I found myself stressing for hours on what light fixture to use and were to put it. I'd would spend 20 min compiling to find the light color is off just a little. I would go back and move the color selector slider 2 pixels and recompile for another 25 min only to find i need to move it another 2 pixels.
reaper47 said:Actually, turn it up!
Try turning down the lightmap resolution (in the texture editor)
Jium said:Done, and it looks better I must say :smile: .
My own personal preferences would be for a more warm colored light. More in the orange-ey family.
Reaper47 said:I have done a bit of fencing off, but not completely. I was experimenting with the fencing before and I found some really nice rail models that looked really good, but they where to damn long, so I have gone with some brush based rail. I fixed the ivy to :wink: .
I still think you should block off the water with a fence or something, though.
haymaker said:It is, but only for a short time, jumping off the ledge and into this ditch will result in death.
- in pic 7, is that ditch accessible?
Captain P said:Ah yes, distant things are still yet to be done and I will probably leave them until a bit later on, but I feel that once I place them in, it will add another element into the map and make it seem more like a real environment.
And a mountain somewhere in the background would be nice, to give it some more sense-of-place. 3D-skybox. :smile:
RedWood said:LOL, the map uses 36mb of uncompressed custom models, the plain bsp file isn't actually 36mb.
Dear god!! How is your map file 36MB??
Are you referring to the vmf or bsp? Ether way form what i can see it should only be like 5MB. Have you been turning up lightmaps?
Still, if u upload it I'll dl it. 36MB should only take me 2 minutes.
aaron_da_killa said:Merely having cubemaps in the map doesn't do anything. You need to compile them ingame, which is done by loading the map, opening the console, entering 'buildcubemaps', and waiting a few minutes. You would then need to distribute the .bsp in your hl2dm folder instead of the .bsp in the hammer mapsrc directory.
There are cubemaps in the map
Captain P said:I was actually hoping that the "path" was less of a path and more of just a narrow space. I'm going to put a decent amount of cover on the path, as well as add some weapons. There are also some entry/exit points along the path that would lead to new areas, so players can come from a variety of different directions. So I am hoping that there will be quite alot of exchanging fire on this winding and slightly sloppy (there is some height variation right there :razz: ) pathway. It is also the only way (at the moment) between the two most important areas, the dam and the yet to be built electrical substation, which will be roughly the same size of the dam area and have some buildings too.
I understand you're adding an area behind the little stream/path? I don't think that's a good choice, because that path is too long (so it's a boring corridor that delays combat time = fun time) and it's hard to walk through (reducing props and widening it would help).
haymaker said:Yes, I have been thinking about that too and have looked at what I could possibly to do that area, but I am a bit reluctant to changing it, but it feel like something needs to be done there.
- concrete area is too un-brokenup, maybe liquid tanks and another elevation change
Jium said:I just tried it, sv_cheats 1 is not necessary :biggrin: .
I think you have to enable cheats first, before building cubemaps.
reaper47 said:
Jumping into the water is as tempting as it is annoying.
I don't know if that is a good thing :razz: . But once I get the ladder working properly, it should be pretty easy to get out. Also, I am going to add a push effect instead of a clip to keep players inside the areas they are supposed to be in. I think that a push effect is better than a clip because it seems more "fair", than just some invisible wall and a small amount of players (I know I do in some games) will attempt to get past the push by sprinting, grenade jumping or whatever else they can think of, to try and get past the push effect and go into an area they aren't supposed to, so I suppose this will give some players some amusement, even though I will make sure that they can't get past it :biggrin: . But I suppose this could be a good opportunity for an easter egg as a reward if a player gets past the push.
reaper47 said:Oh yes, I sure did.
I guess you learned a lot from this.
heymaker said:and
-The hole is a start; atm it's a nasty trap. I was envisioning something more dramatic, a ledge to jump off, perhaps a tunnel to the nearest building
Captain P said:Well, I still haven't decided what to do with the hole. I was actually thinking of making it a tunnel to some place like heymaker mentioned but I'm not to sure yet. But there is a weapon (and maybe more weapons soon) down there, and I've also just added an explosive barrel (that I want to be respwanable). I was hoping that players might decide to hide down there because its fairly dark (see screenshots below) or have some sort of sneaky attack that involves the hole.
I don't think a hole in the center of that square works well. A building would do better, as it provides more cover and creates at least a little bit more layout.
, how did you know I released the map? I haven't posted it on snarkpit yet. The site has some glitch (and its still here) so I thaght I'd better not.