Eynesbury

Eynesbury

Re: Eynesbury Posted by wil5on on Thu Feb 5th 2004 at 10:59am
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Yeah I'm trying another school map. I swear, this WILL be better than THS. Now I know how to use texture lights...

Tell me what you think.

btw, atm i'm trying to decide whether this should be a hostage map or a bomb map. mebbe ill make 2 versions... we shall see. there will definitely be a DoD version.
Re: Eynesbury Posted by Adam Hawkins on Thu Feb 5th 2004 at 11:03am
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wil5on said:
Tell me what you think.
Umm... :confused:

Nothing to give an opinion on yet? You got any screenies...
Re: Eynesbury Posted by 7dk2h4md720ih on Thu Feb 5th 2004 at 1:03pm
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Yeah, don't start threads about nothing. :biggrin:
Re: Eynesbury Posted by Orpheus on Thu Feb 5th 2004 at 1:07pm
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wil5on said:
I swear, this WILL be better
wakes up from nap

oh, ok... alrighty then..
Re: Eynesbury Posted by OtZman on Thu Feb 5th 2004 at 3:47pm
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wil5on said:
btw, atm i'm trying to decide whether this should be a hostage map or a bomb map. mebbe ill make 2 versions... we shall see. there will definitely be a DoD version.
A school map... it should definitely be a hostage map^^.
Re: Eynesbury Posted by trampus on Thu Feb 5th 2004 at 4:21pm
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Post some screenies and put the THS.wad in with the THS map, me dled it and cs_yemen and none of them included the wad :cry:
Re: Eynesbury Posted by Jinx on Thu Feb 5th 2004 at 8:07pm
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school maps suck :razz:
Re: Eynesbury Posted by OtZman on Thu Feb 5th 2004 at 8:27pm
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Why not make a single player map with "teacher enemies"?! That would be sooooo fun!
Re: Eynesbury Posted by Pegs on Thu Feb 5th 2004 at 9:18pm
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OtZman said:
Why not make a single player map with "teacher enemies"?! That would be sooooo fun!
Yeah you watch them explode :grenade:

he he (NOOBIE TEACHERS)
Re: Eynesbury Posted by Crono on Thu Feb 5th 2004 at 9:22pm
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The key words in your post Jinx are "school maps".

If done right a school based map would be awesome, the problem is people keep them as schools.

Just use the general layout and make it another area with similar textures.

I wish I had time; I'd make my colleges Library into a Map (I'd keep it as a Library). It's rather open and would make a fun map, it's also has beautiful architecture (it's shaped like a giant C)

But that's just my opinion.

I think Vash and I had a conversation about this a couple days ago lol.
Re: Eynesbury Posted by Jinx on Fri Feb 6th 2004 at 4:53am
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I've just seen so many newbie mappers post that they we making school maps... and it's so obviously just a pathetic attempt to get attention by being 'controversial' (read: tasteless).

As someone mentioned before, most schools would play like crap anyway.

Now a SHOPPING MALL map, that would be sweet :biggrin:
Re: Eynesbury Posted by wil5on on Fri Feb 6th 2004 at 6:15am
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trampus said:
put the THS.wad in with the THS map
Its in there...

If you dl cs_yemen now, it doesnt require ths.wad.
Re: Eynesbury Posted by wil5on on Fri Feb 6th 2004 at 6:25am
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OK, Screens are here. The map has changed slightly since the screens were taken, but you get the idea.

NOW you can tell me what you think.
Re: Eynesbury Posted by Kage_Prototype on Fri Feb 6th 2004 at 7:51am
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You must have one ugly school. :smile: The doors are yellow, the desks are pale and flat, there's a couch just randomly placed in corridors, the walls are flat and uninventive...

/me suddenly remembers why he hates school maps
Re: Eynesbury Posted by matt on Fri Feb 6th 2004 at 8:57am
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looks quite similar to that yemen map you made

/runs
Re: Eynesbury Posted by Crono on Fri Feb 6th 2004 at 9:16am
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I've just seen so many newbie mappers post that they we making school maps... and it's so obviously just a pathetic attempt to get attention by being 'controversial' (read: tasteless).

As someone mentioned before, most schools would play like crap anyway.

Now a SHOPPING MALL map, that would be sweet
See that's the thing though, the schools I've gone to have better layouts then most malls . . . I s**t you not.
Re: Eynesbury Posted by Orpheus on Fri Feb 6th 2004 at 10:19am
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my highschool would have made a perfect HLDM map, the entire thing was made up of honeycomb shaped buildings, all interconnected.

each pod had an 8 sided center, for the teachers of that pod, and each outside wall connected to a teaching room, of the center pod, and along the very outside edge was a hall, connecting each teaching room.

yeah, a most excellent HLDM map :smile:
Re: Eynesbury Posted by Crono on Fri Feb 6th 2004 at 10:25am
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Sounds like mindless fun . . . :biggrin:
Re: Eynesbury Posted by 7dk2h4md720ih on Fri Feb 6th 2004 at 12:54pm
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To the pod! :biggrin:

I'd imagine that'd be a boring map though. 8 identical classrooms, one long hall and a teachers area in the middle. Needs vertical! :smile:
Re: Eynesbury Posted by Orpheus on Fri Feb 6th 2004 at 3:44pm
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Alien_Sniper said:
To the pod! :biggrin:

I'd imagine that'd be a boring map though. 8 identical classrooms, one long hall and a teachers area in the middle. Needs vertical! :smile:
yes, i agree, but few schools in Arkansas have multi-story buildings, i assume for safety reasons.. fires being primary among them, but the occasional pushing of the wee ones down 4 flights of stairs is also frowned upon :dodgy:
Re: Eynesbury Posted by KungFuSquirrel on Fri Feb 6th 2004 at 3:59pm
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and it's so obviously just a pathetic attempt to get attention by being 'controversial' (read: tasteless).
That's one way to look at it. From my own experience, I tend to look at it from the vantage point of wanting to learn how to make something based off a real-world counterpart. It's actually quite a challenge to do correctly, and if your intents are in the right place (i.e. anywhere but just being controversial for the sake of controversial), there's something you can learn from the process of doing it - whether it be in regards to level design or just architecture in general. :smile:

Long before my first release, I worked on a replica of my high school, not because I wanted to be tasteless, but because I wanted to see if I was good enough to make it look good. It actually wasn't bad :smile: Nothing compared to what I did later, but for what it was at the time it could have been much worse. I would go so far to say that I learned quite a bit in doing it.

Honestly, this makes me want to get better at Maya and go back and do a high-poly re-creation of that building. I can add it to my list of things like Memorial Stadium here in Lincoln and the First National Tower in Omaha. :smile:
Re: Eynesbury Posted by Orpheus on Fri Feb 6th 2004 at 4:07pm
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IMO, if people are so prone to reading evil intent into a gaming atmosphere, they truly need to avoid it all together.

when i look at a map of a school being used for HLDM, it never even dawns on me that this could be construed as an attempt at terroristic intents, its a damned game afterall, and anyone whom see's it beyond that scope are truly the evil among humanity.

somehow, i do not see people capable of terrorism, taking the time to learn a level editor in the first place. it really takes a level of dedication that i do not imagine a mind bent on hurting people to posses.

anyways, i feel that if someone wants to make a map of a school should do so, it prolly won't amount to one of the legends in HLDM game play, but it will surely blend in with all our other less notable releases.

besides, whats the difference in fragging in a school map, or an office building map, or a space station? geeze, some people need a life.
Re: Eynesbury Posted by trampus on Sat Feb 7th 2004 at 9:25am
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Orpheus said:
Alien_Sniper said:
To the pod! :biggrin:

I'd imagine that'd be a boring map though. 8 identical classrooms, one long hall and a teachers area in the middle. Needs vertical! :smile:
yes, i agree, but few schools in Arkansas have multi-story buildings, i assume for safety reasons.. fires being primary among them, but the occasional pushing of the wee ones down 4 flights of stairs is also frowned upon :dodgy:
If ya wanna push a "wee one" down 4 flights of stairs orph then come to my skool if doing that sorta thing gives you a laugh :lol:
Re: Eynesbury Posted by Forceflow on Sat Feb 7th 2004 at 9:49am
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Argh ! The bright yellow doors ! My eyes !
Re: Eynesbury Posted by wil5on on Sat Feb 7th 2004 at 1:11pm
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Does anyone out there know how to do good textures? :biggrin:

Honestly though, my school actually does look like that... sorta. When I go back there on monday (groan) ill add more to the map. There are still 4 more floors to go, and this one isnt even finished yet!
Re: Eynesbury Posted by Orpheus on Sat Feb 7th 2004 at 1:20pm
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Forceflow said:
Argh ! The bright yellow doors ! My eyes !
its really not so much the color (yeah it is) but the doorknob is always on the wrong side.. why is it so many people fail to notice the first few times they compile :lol:
Re: Eynesbury Posted by wil5on on Sun Feb 8th 2004 at 9:07am
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Orpheus said:
but the doorknob is always on the wrong side.. why is it so many people fail to notice the first few times they compile :lol:
Umm... maybe cos theyre just test compiles, to see if the map works? I usually leave "details" like this until I've finished the map. And BTW, I've fixed it now.
Re: Eynesbury Posted by Crono on Sun Feb 8th 2004 at 10:21am
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wil5on, I think the problem is. You're school has very old "educational" architecture, meaning, it would blow ass as a map, maybe not layout wise, but definatly in visual appeal.

The only reason why I think some of the schools I've gone to would make good maps is not only because of the lay out, but they look amazing (wondering where Oregon tax money goes?). I mean the Library at my college is half glass . . . that's awesome!

But, there are places in the school (which were built in the 50's-60's) which look like what you have for your map so far. I hate those buildings lol. I dread having class in them, because of the droning appearence.

Maybe, once you get to the detailing stage, you should try spicing up some of the architecture, or textures used. I mean, it will still be your school, but it doesn't have to be 100% right on identical, because in all actuality most of the time, that wouldn't be very fun. However, I know it is a painstaking process, recreating a pre-exsisting building.

Some things you could try adding to make it better asthetically would be, firealarms, trash cans, tables (which resemble real ones). In fact, the fire alarm thing just gave me an idea. slap a fire alarm in there with some triggers, that trigger a wav file and lights and then elaborate. That would make it very cool, in my opinion anyway. maybe, even if your school isn't like this, try changing the floor in certain areas, so its not all monotone blue carpet.

Anyway, that's just how I see it.

either way, it is afterall your map.
Re: Eynesbury Posted by wil5on on Mon Feb 9th 2004 at 11:44am
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Crono said:
Maybe, once you get to the detailing stage, you should try spicing up some of the architecture, or textures used. I mean, it will still be your school, but it doesn't have to be 100% right on identical, because in all actuality most of the time, that wouldn't be very fun. However, I know it is a painstaking process, recreating a pre-exsisting building.

Some things you could try adding to make it better asthetically would be, firealarms, trash cans, tables (which resemble real ones). In fact, the fire alarm thing just gave me an idea. slap a fire alarm in there with some triggers, that trigger a wav file and lights and then elaborate. That would make it very cool, in my opinion anyway. maybe, even if your school isn't like this, try changing the floor in certain areas, so its not all monotone blue carpet.
Yeah, I'll add in details like that soon. Textures are the biggest problem atm. Every different floor (there are 5) has a slightly different colour scheme, so i dont think we need to worry about that carpet getting too monotonous.

BTW, I like your fire alarm idea. Things like that are great.
Re: Eynesbury Posted by omegaslayer on Mon Feb 9th 2004 at 10:34pm
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so whats the name gonna be? I remember my friends wanted to make a dm school, and as usual one of them suggests collumbine, that was really uncalled for. Just becareful about these maps, it may offend certain people. With violence and all.
Re: Eynesbury Posted by wil5on on Mon Feb 9th 2004 at 11:16pm
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omegaslayer4777 said:
so whats the name gonna be?
Umm... Eynesbury. You know, the name of the actual school.

Columbine maps are weird... I wouldnt try something like that. This is just to model a map on a real building (not an easy task).
Re: Eynesbury Posted by Kage_Prototype on Mon Feb 9th 2004 at 11:24pm
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I just noticied something.....doesn't your school have windows? Must be damned depressing. :smile:
Re: Eynesbury Posted by Leperous on Mon Feb 9th 2004 at 11:34pm
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Uh, promise me you don't have emotional disorders and are planning any shoot-ups? Hi possible lawyers in the future, I don't condone this! (yes I am paranoid after reading a few stories...)
Re: Eynesbury Posted by wil5on on Tue Feb 10th 2004 at 6:33am
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Lep -> Dont worry, I'm too cheap to buy a gun.

Kage -> Not all windows have been added yet... Theres 2 in each classroom usually, and one wall opens out into an outdoor area, which will be added soon. Once the outdoor area has been done, I'll upload new screens.
Re: Eynesbury Posted by wil5on on Fri Feb 13th 2004 at 7:24am
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New screens. All the old ones have been replaced with shiny new ones. More detail, more windows, more CT spawns!
Re: Eynesbury Posted by Crono on Fri Feb 13th 2004 at 8:42am
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hmm, looks better.

But, is it just me or does the desks look like they're floating?
I think you need to get a new carpet texture, man.

also, I'm still not diggin' the desks in the classroom. They just look too fancy to be in a public school (your school is public I assume). also, something that might liven up the map, try putting some sort of light source outside. if its day time, put a sun beam in that can shine in through the windows and such. if it's night, put a strong blue hue light up there. I know it would add to the classrooms if anything (you could make the windows func walls, but allow light to pass through so there are some nice light sources, maybe make them have a 70% opacity as well). You should also vary the light's brightness. I doubt you notice it, but not all lights are that intense, especially in schools, they're usually at all sorts of different levels, lights inside classrooms are brighter then lights in hall ways and such. try varying the brightness on the lights.

And since you're going to have fighting happen here, have some of the lights breakable so you can shoot them out, it would add another form of gameplay in the map.

But as always, these are just my suggestions, so you don't have to take them to heart, unless you want to.

It's just right now, your map, even though it looks just like a school, looks blan, because most schools are blan, they want you to learn not stare at the wall because it looks cool lol.

Take some liberties and I'm sure it'll kick some major ass when you're 100% done.

[EDIT]
Also, I have no idea if you're including this or not, but vents would be a cool adition as well, especially if you made them thin enough to fire through with the assult rifle or machine guns (++gameplay_feature) you would be rather vunerable inside them if someone knew you were there.

Man, you guys make me wish I had more time to map . . . sigh . . .
[/EDIT]
Re: Eynesbury Posted by ReNo on Fri Feb 13th 2004 at 10:30am
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I think the carpet looks quite good, although perhaps some variation would be nice.

In general, its a big improvement. The first screenshot is really nice and realistic, although the desks look a little awkward.
Re: Eynesbury Posted by wil5on on Fri Feb 13th 2004 at 1:21pm
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Actually, Crono, the school is private. The desks arent floating, tho they do look a bit dodgy...

Thanx for the idea bout the varying light intensity. I'll try that.

There is a light source outside... its just coming straight down :lol: . Sunbeams coming through the windows would look cool, but I can never seem to make them look right. Anyway, eventually I'll put some funky blinds on the windows, like they have in the actual school.

Shoot-outable lights... I've considered it often, in other maps, but it generally results in too many breakables, and that "svc_bad of DOOM" error. Also, I'd need to screw around with switchable texlights, something I don't think I'm quite ready for yet.

EDIT: Just looked at the screenies again, the reason the windows dont look transparent is cos of the skybox I'm using. Plain blue sky :heee: . Will use a better one next compile.
Re: Eynesbury Posted by Crono on Fri Feb 13th 2004 at 4:20pm
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wait a second there I didn't say make them ALL breakable. Just like a couple class rooms so you can hide and be a prick lol.

Well, it must be either the desks, the lights, or the carpet, because somethings just not working for me at the moment . . . I think it's the desks more then anything.

Your school has way too bland of architecture to be private lol That's weird, my high school had amazing architecture in some areas, but in the actual classrooms is was so blan it drove me nuts!

Still, your map will probably be fun to take a romp around in. . .gaming wise.
Re: Eynesbury Posted by wil5on on Fri Feb 13th 2004 at 10:14pm
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Crono said:
wait a second there I didn't say make them ALL breakable. Just like a couple class rooms so you can hide and be a prick lol.
IMO, lightswitches would be more suitable. It would be cool to have some destructible parts of the map... mebbe a few bazookable walls for the DoD version :smile: .
Re: Eynesbury Posted by wil5on on Fri Feb 20th 2004 at 12:40am
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Okies, new screens! I replaced the skybox, now its a bit more suitable. I've also done more on the outdoor area, and the 4th floor layout is almost done.

I'm thinking of scrapping most of those crappy desks soon due to r_speeds...
Re: Eynesbury Posted by Crono on Fri Feb 20th 2004 at 1:19am
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looks like it's coming along nicely. However, there's still something not siting right with me, I'm not sure what it is though.

It might be the absence of light from outside, being visible inside the building. Because, you've got open doors and such, and it's not rainy outside, there is usually massive amounts of light pouring into a classroom durring the day. (Half the time in my HS we didn't have the lights on durring class, because we couldn't see much of a differnece, besides the front corner of the room being darker then the rest of the room.

It also might be that, I'm not used to seeing a school which is carpeted everywhere, it looks odd, but then again I'd probably think your school would look odd in the flesh as well.

I think once you get down to messing with the lighting and once that is "perfected' this map will sit right with me lol. It's just your school looks so blan lol (no offense), so it really needs some really good lighting to spice it up. (mundo sun beams from outside, not at a -90 degree angle lol) Also, maybe tone down the brightness of the lights that are indoor, or add a little yellow to their color, that would probably be a nice addition as well.

In either case, keep it up. It's looking good.
At least this is looking better then most parts of BigSci (no offense lol, it was fun, but the maps were a little . . . well, you know :smile: ).

Keep goin'!
Re: Eynesbury Posted by scary_jeff on Fri Feb 20th 2004 at 1:47am
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promise me you don't have emotional disorders
I'm too cheap to buy a gun
How Reasuring.
Re: Eynesbury Posted by wil5on on Fri Feb 20th 2004 at 3:51am
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Crono -> Yeh, the lighting will look right when I put the blinds on the windows. There are worse problems than that with the map atm (wpoly over 2000 yikes!)

Jeff -> dont worry about me, i prolly couldnt get a gun license. Now where did I put my knives...
Re: Eynesbury Posted by Crono on Fri Feb 20th 2004 at 4:21am
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. . . you shouldn't have to put blinds in to make the light from outside look cool . . . the window should do just fine . . . or do you mean that putting the blinds on will give the illusion that it should be darker in the room?

Yikes, 2000 epoly? some of the biggest dod maps max out at 1500 lol. Like Charlie, they have a good deal of events (random explosions, control points, objectives, not to mention spawn points, etc..)

Anyway, keep working at it (by the way, I think you should differ your map slightly from what your school really looks like, maybe even make this not look like a school, well not a high school anyway.)
Re: Eynesbury Posted by wil5on on Fri Feb 20th 2004 at 4:37am
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I'm putting blinds on so it looks right with that amount of light coming in.

And its not 2000 epoly... its Wpoly! argh! Not that it lags or anything on a decent comp, but I'll have to get rid of them desks.
Re: Eynesbury Posted by Crono on Fri Feb 20th 2004 at 4:44am
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Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
oh, I'm sorry, I could've sworn you said epoly. Well, still, 2000 is only 200 higher then dod_charlie . . . so, I suppose you could compare how much stuff you're cramming into yours compared to their map . . .

I suppose you could blame your school. Those architects should had thought of what the implications of vis blocking would be lol.
Re: Eynesbury Posted by wil5on on Fri Feb 20th 2004 at 6:22am
wil5on
1733 posts
Posted 2004-02-20 6:22am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Crono said:
Those architects should had thought of what the implications of vis blocking would be lol.
Damn straight!
Re: Eynesbury Posted by Cassius on Fri Feb 20th 2004 at 7:04am
Cassius
1989 posts
Posted 2004-02-20 7:04am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Some places, like the Grand Canyon, were made with just no thought of the R's in mind. Zeus did a fantastic job, however, with some beach areas, though the func_pushes in the water are kind of lame.
Re: Eynesbury Posted by wil5on on Fri Feb 20th 2004 at 10:50pm
wil5on
1733 posts
Posted 2004-02-20 10:50pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Removed the s**tty desks, it dropped 500wpolys off the 2nd floor :razz:

Once the computer room on the 4th floor is done (shouldnt take long) I'll start on the library. That's going to be an r_speed killer, most definitely. (The library takes up the entire 1st floor :argh: )