dm_canyonoasis_b3

dm_canyonoasis_b3

Re: dm_canyonoasis_b3 Posted by LilTortillaBoy on Tue Mar 8th 2005 at 5:53pm
LilTortillaBoy
15 posts
Posted 2005-03-08 5:53pm
15 posts 12 snarkmarks Registered: Feb 14th 2005 Location: USA
Added some supports to the bridge since everyone seemed to have a basic
understanding of gravitiy. Added some stuff to the skybox and more
supports to some of the rock arches. Messed with fade distances on the
props so they aren't rendering throughout the wholemap. Tweaked some
other misc crap. Check it out and tell me what ya think.
Re: dm_canyonoasis_b3 Posted by Varsity on Tue Mar 8th 2005 at 6:10pm
Varsity
46 posts
Posted 2005-03-08 6:10pm
Varsity
member
46 posts 15 snarkmarks Registered: Mar 1st 2005 Location: England
Looks good, but I can't help but notice the huge open areas. Could you
not add any cover there? I'll download when Geocities is being nice
again.
Re: dm_canyonoasis_b3 Posted by habboi on Tue Mar 8th 2005 at 6:50pm
habboi
782 posts
Posted 2005-03-08 6:50pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
I can host for you if you really want!

Map looks nice :smile:
Re: dm_canyonoasis_b3 Posted by Cassius on Tue Mar 8th 2005 at 6:51pm
Cassius
1989 posts
Posted 2005-03-08 6:51pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
This looks better and better each time you post it.
Re: dm_canyonoasis_b3 Posted by Natus on Tue Mar 8th 2005 at 6:54pm
Natus
570 posts
Posted 2005-03-08 6:54pm
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
it looks good, but the ladder on the last pic should be a prop_static
(it is brushes right?) there is a big ladder i think, otherwise you
could just place some ladders on top of each other, keep up the good
work
Re: dm_canyonoasis_b3 Posted by Myrk- on Tue Mar 8th 2005 at 7:53pm
Myrk-
2299 posts
Posted 2005-03-08 7:53pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
As an architect in training, I think by my engineering knowledge that last screenshot is not possible. Your walkway is suspended off a giant canterlevered bar, but that bar needs support when it bends at a right angle. I'm sure scary_jeff the engineer can confirm on this issue.
Re: dm_canyonoasis_b3 Posted by LilTortillaBoy on Tue Mar 8th 2005 at 7:56pm
LilTortillaBoy
15 posts
Posted 2005-03-08 7:56pm
15 posts 12 snarkmarks Registered: Feb 14th 2005 Location: USA
there are supports under it as well,

<div class="abouttext">Message submitted 2 minutes after original post:</b></div>
oh wait your talking about the bar over the top of the bridge, yeah I see. Ill fix that...maybe.
Re: dm_canyonoasis_b3 Posted by Varsity on Tue Mar 8th 2005 at 8:12pm
Varsity
46 posts
Posted 2005-03-08 8:12pm
Varsity
member
46 posts 15 snarkmarks Registered: Mar 1st 2005 Location: England
On the website, you find you use less bandwidth if you actually resized
the thumbnails, not just inserted the full images squashed up a little.
:wink:

<div class="abouttext">Message submitted 18 minutes after original post:</div>
OK, I've had a run through. Flow looks great and I can imagine the fun
to be had on this map. In fact I couldn't really fault the design at
all! There are still issues, though.

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30000.jpg

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30001.jpg

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30005.jpg

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30007.jpg

I saw this a lot: you aren't placing nearly enough cubemaps and this
leads to bad reflections. Just stick one in each area like this and
you're done. Also, on screen five there's a wonky texture. :smile:

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30002.jpg

The cliff textures just aren't detailed enough. Instead of using that
material, get a 'blend' one that goes between rock and grass. You can
then have it at a decent resolution and alpha in the grass at the top.
You could also remove the bump mapping as it slows down older rigs
considerably: just find the .VMT file of the
texture you use, stick it in the same folder under hl2dm/materials as
it was under hl2/materials and remove all references to bump maps. Same
goes for all the surface textures.

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30003.jpg

It's a bit tacky, this one. Doesn't serve any useful purpose. Whatever.

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30004.jpg

If you don't get out of the lift fast enough, the only way to open the
doors is to go back down again. Using the inside button should always
open the door.

http://www.btinternet.com/~varsity_uk/maps/others/dm_canyonoasis_b30006.jpg

I'm not to sure that putting the RPG, health, suit, and exploding
physprops in one location - no matter how exposed - is a good idea.
Re: dm_canyonoasis_b3 Posted by LilTortillaBoy on Wed Mar 9th 2005 at 7:25pm
LilTortillaBoy
15 posts
Posted 2005-03-09 7:25pm
15 posts 12 snarkmarks Registered: Feb 14th 2005 Location: USA
thanks varsity, once I gather the patience and willpower to open hammer
again I'll try to fix some of that. Some stuff looks different on your
computer that doesnt show up on mine. There are not alot of blend
textures and I tried that in the first version, looked like crap. It
was repetitive and Im not very good at alpha blending. The little
wooden platform is dumb I agree, It just looked extreamly plain with
nothing being there at all. I guess I could be a little more creative
and make a metal platform, kinda like the combine platform in
overwatch. With the elevator, I guess I could just make the doors open
when you walk into them, the logic branchs and logic compare entities I
have in there right now still confuse me, I dont even Know how I got it
to work in the first place. Maybe I'll take out the health and shield
recharge up by the rl, might be making it too easy to be a rocket
whore.