Re: [map] cs_siege_source
Posted by Vassago5kft on
Sun Jan 16th 2005 at 11:55pm
Posted
2005-01-16 11:55pm
39 posts
14 snarkmarks
Registered:
Nov 24th 2004
Occupation: 3D Artist, 5000ft Inc
Location: Reno, NV, USA
Now that is looking good. I'm glad to see that soo many people are making faithfull recreations of these classic CS maps.
Re: [map] cs_siege_source
Posted by dackz on
Thu Jan 20th 2005 at 8:33pm
1 post
0 snarkmarks
Registered:
Jan 20th 2005
It looks great, but it's completely unplayable. My FPS drops really badly on this map, but I have no problems with other maps.
If that were fixed I'd say it'd be pretty much perfect :\.
Re: [map] cs_siege_source
Posted by HeeroYuy on
Thu Feb 17th 2005 at 4:20pm
22 posts
12 snarkmarks
Registered:
Feb 16th 2005
Occupation: Software Developer
It looks good, but i think it needs some optimization. I would reccomend areaportals, occluders, and things. Also make sure you've got efficient brushwork. It looks very good though. Just don't forget that you're also engineering something to be playable on most user's machines.
Re: [map] cs_siege_source
Posted by (-[PREDATOR]-) on
Tue Dec 13th 2005 at 5:58pm
65 posts
567 snarkmarks
Registered:
Aug 5th 2004
Occupation: Student
Location: Koszalin, Poland (Polska)
First of all the desert valleys are good made. There are many models (props), so it's also detailed. But there is a problem with FPS on this map. I think it's need areoportals. But without that map is very nice.