Orpheus said:Aye, that sounds like me, I always get upset about that... someday I'll learn. :rolleyes:
a word of advice, we love maps, we love maps in progress more than completed maps.. if the fanfare is not exactly what you were expecting, thats prolly it. a few of our members never learned that, and are continually disapointed in our responces.
Tracer Bullet said:might be asking a bit much TB, how could he have shadows, when every square foot of the room has illuminating textures
Very pretty architecture, but all except for the last shot, you're lighting is very flat. I'm not seeing any shadows in the first two pics at all!

Tracer Bullet said:You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? :razz: If performance isn't affected, I wouldn't screw around with it then :smile:
So, I downloaded the map?
I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada?
G.Ballblue said:must resist.. must...........resist.
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? :razz: If performance isn't affected, I wouldn't screw around with it then :smile:
G.Ballblue said:a) It's your theory.
Anyone care to explain the problem with my theory?
It's official. if this wasn't an Internet forum GB would now be a bloody pulp lying on the floor...MisterBister said:its confirmed TB, you are a success
tracer bullet:
That was the absolute best and most detailed critics (how does that spell?) Ive ever heard in my entire life!
Im deeply impressed, and thankful =), that you took your time to download the map and take screenies and tell me what was wrong with it.
Orpheus said:i agree, the Armada review was v good too
MisterBister said:its confirmed TB, you are a success
tracer bullet:
That was the absolute best and most detailed critics (how does that spell?) Ive ever heard in my entire life!
Im deeply impressed, and thankful =), that you took your time to download the map and take screenies and tell me what was wrong with it.
BlisTer said:i was being slightly facetious.
i agree, the Armada review was v good too
Tracer Bullet said:sadly, no.
, but I don't think he had HL installed anymore...
The first you've already done by reacting so well, the second is toI will do my best to contribute as much as i can to this site since it really rocks =).
pass on the favor to someone else down the road. There are all too few
of us who bother anymore, and judging by the general quality of your
map, you ought to be well up to the task.
You don't have to drop detail, all you have to do is put a kink in
that corridor I was in and your peak should drop to ~12-1300, which is
still high but quite accepatable by today's stnadards.
MisterBister said:bend it around.. make it less straight.
I have to ask you this a bit embarrassing question, since in american grades i have A in english, what the hell does "kink" mean?
Orpheus said:Well, your english is very good but that is sort of an uncommon word. Orph is perfectly correct, but here is a bit more depth on what I'm talking about:
MisterBister said:bend it around.. make it less straight.
I have to ask you this a bit embarrassing question, since in american grades i have A in english, what the hell does "kink" mean?
G.Ballblue said:Truly ridiculous.
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? :razz: If performance isn't affected, I wouldn't screw around with it then :smile:
any shots? i wanna see how this is progressing.Sorry i dont have had the time today. Ill throw up the pics tomorrow.
Watch your texture alignment - nothing major but every little helps :wink:Fixed
Would be nice to put some blue output light from the screens - just putI have concidered using lights from the screens and tested it but i dont think it looks good at all..
a single blue light_spot, angled about -70 toward the floor, and play
around with its settings to make it look like its from the TV screens.
Not keen on this rock texture, but its possibly just been scaled too high.Me neither, if someone have a better rocktexture to use i would be happy if you gave it to me =).
Lose the rock texture on the ground in favour of some sand or somethingI wanted it to look like this "facility" ,or whatever it is, has been
- variation is good. Plants look pretty awful sticking out of rock too.
Might wanna stick some subtle glow sprites around these light fixturesFixed (and it looks great too =))
as "halos", but don't make them too obvious (or cassius will eat you
for breakfast :wink: ).
I recommend you change this texture so that it looks unlit by default,I wanted it to be lit all the time so noone would miss it since it is a pretty dark area.
and goes lit on pressing. Also, you should stop it from moving into the
wall (there is a don't move flag in its properties).
I think these inset pipes could look better with a coloured light aboveThanks for mentioning it. though i didnt do it as you wanted =). I put
them. The light fixture being hidden by them but the light seeping past
them should look nice.
There is some dodgy clipping issue around this piece of architecture, Ifixed thanks to ZHLT beta 3, and your help :wink: .
got snagged a lot when quite a distance from any brushwork.
MisterBister said:
