Aww...
No more ass-hicky?
... so I'll tell you what I don't like..
Bunker looks great any way the arch walls could have some cables or something like pipes along them to cover the texture joins, hard to judge if you say it's a fast rad compile, also some dirty decals on that floor if you got the room, there are a few small valve broken rubble ones in sdk they might help mix up the concrete abit. And only other thing, the tree card on top of the hill, any way to make the trees a bit less overwhelming on the hill but still keep some up there?
Excellent suggestion with the rubble decals - i can think of a few spots where they would be good.
It is indeed a fast rad compile - didn't want to wait around for 6 hours

. But yea, there are one or two textures still out of alignment. (I put it on the list of things to tweak (it's a big list)

). I've got a few cables and pipes and stuff, but I don't want it to get too cluttered, not only for compiling and ingame but also for aesthetics.
I also agree with the tree card on the top of the hill, though I don't think i'll change it. Firstly, it's kind of a narrow hill, so not easy to change, and secondly it's not that dramatic from the ground (i'm sorta no-clipped fifty-ish feet in the air for some of those screenshots.)
Apart from that, looks great, sentancing looks err well not faceposer but I understand. like the story starting dialoge and think you've worded it very well.
<I'm off to take a second look>
EDIT: maybe I was wrong on second look dosent look so bad for either of the points I made...
Yea, it's no faceposer but it gets the message across, i guess.

Oh well, at least it will make recording sounds for faceposer that much easier when it gets working.
Glad you likes it!!!
Sexy. Though it really wouldn't fit into this map at all - given that it is a bay, and most of it is water, probably wouldn't work very well

But I'll certainly consider it in other maps
Deathy wrote:You should make some more variation on the displacement and on the textures (i mean the hills and mountains).
Nice work yet.
I agree, unfortunately, there's only one or two really good valve cliff textures - and that one's my favorite. I mainly try for height and intervening cliffs to break up monotony - seems to work fairly well. Thanks!
Deathy wrote:PS: The posts above? Ahh forget them...

What posts above?
Fire_cube wrote:Custom drivable cars, Lost Coast boats, are you serious?
Yes. (and it gets better - the fishing boat in front of the dock (2nd to last pic) is drivable)
Fire_cube wrote:I now definitely respect DaMaN.
gtaiiilc wrote:FORGET THEM!?!? that jeep is cool

. and after testing these maps I couldent think they could get any better but...DAM you are pure win!
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Teensy bit of another update - I got my brother MeDeIvAl CoW rampaging through this map doing only the stupid things a little brother can do to his big brother's maps, and found a few bugs, but not as many as I had thought :thumbs:. So... beta is looking good for next week! Stay tuned!
P.S. Hrmm... I forgot that the last Potter book is coming out, so I'll be reading that this weekend. Beta might have to be extended a week...
P.S.2 Well, just got back from a trip, so now I'll get back into the mapping world. Still a number of bugs to fix - and a bit of redesigning. (There's a place where I need a ladder enabled/disabled, and it's not working. At all. Like, the ladder will be disabled, then enabled, but after enabled you can't get on it - it won't let you - glytches out or something...)
Tiny Update: Ok, well, I finally figured out a workaround for the ladder. Instead of enabling/disabling it, I just pointed a template at it and spawned it when I wanted it enabled. A bit of an ugly solution but it works. I've also added soundscapes to the map - it's sounding good! At the moment I'm slowly going through the painstaking process of adding cubemaps.
I've been hard at work on map #2 - about 70% completed. Still plenty of glytches to work out, but I'm hoping to get a rad compile and some new shots up in the next little while.
Stay tuned!
Another tiny update: I've just compiled the second map with fast rad - and found out that entdata is at 126%

Oh well... we'll see how it looks...