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Posted: Mon Feb 18, 2008 4:15 pm
by fug4life
Pictures look nice, Only thing I will say is the width of the point_spotlights imo need reducing in width at the point where it meets the light model you can see a horizantal effect above the point_spotlight. I think it won't effect the lighting in those rooms too much If your light_spot are left as they are. Only reason I say about this is I've been looking at many ways in other maps on how strip lights look best. The way your doing it with two point_spolights is pretty the much the same way I adopted. Although I have to say the way W0rf0x done Yas_lobby_v5 strips with env_glow is also a nice effect. If entities wern't so precious these days I'd say use 1x light_spot 2x point_spotlights and 1x env_glow for ultimate effect! I'm slowly but surely giving up on the Idea of using sprites for lights.

But overall maps are looking great!

Posted: Tue Feb 19, 2008 5:50 am
by DaMaN
Hell-met wrote:
DaMaN wrote: I'll have to check that out... what's broken about it?
It wont even load at all.
:cry:

That's really quite annoying. I'll have to fix that. I need to do recompiles of them all anyways, so I'll see about fixing it. I really don't know why it would fail to load though...
fug4life wrote:Pictures look nice, Only thing I will say is the width of the point_spotlights imo need reducing in width at the point where it meets the light model you can see a horizantal effect above the point_spotlight. I think it won't effect the lighting in those rooms too much If your light_spot are left as they are. Only reason I say about this is I've been looking at many ways in other maps on how strip lights look best. The way your doing it with two point_spolights is pretty the much the same way I adopted. Although I have to say the way W0rf0x done Yas_lobby_v5 strips with env_glow is also a nice effect. If entities wern't so precious these days I'd say use 1x light_spot 2x point_spotlights and 1x env_glow for ultimate effect! I'm slowly but surely giving up on the Idea of using sprites for lights.
Yea, sprites for lights can be overrated. I might just leave out the sprites entirely on those lights. Ehh... we'll see.
But overall maps are looking great!
Thanks!

Posted: Tue Feb 19, 2008 12:51 pm
by sgae
the maps looks great but needs moar cubemaps xD

Posted: Sat Feb 23, 2008 6:07 am
by DaMaN
sgae wrote:the maps looks great but needs moar cubemaps xD
Hehe, true.

---

Ok, so another small update:

I've been working on improving the maps up to my normal standard. One of them won't make it, and the other is really laggy at spots, but all in all they are pretty much where I want them. There's still a fair amount of work to be done - namely cubemaps ;), adding some more lights, adding more enemies, and tweaking a few sequences.

I would be working on this tomorrow, but instead I'm going naked bungee jumping to raise money for Schizophrenia. :thumbup:

Posted: Sat Feb 23, 2008 3:04 pm
by fug4life
DaMaN wrote: I would be working on this tomorrow, but instead I'm going naked bungee jumping to raise money for Schizophrenia. :thumbup:
THIS STATEMENT IS WORTHLESS WITH OUT PICS!








j/k

Posted: Sun Feb 24, 2008 9:00 am
by DaMaN
fug4life wrote:
DaMaN wrote: I would be working on this tomorrow, but instead I'm going naked bungee jumping to raise money for Schizophrenia. :thumbup:
THIS STATEMENT IS WORTHLESS WITH OUT PICS!
:poke:

I'm quite glad you added the j/k at the end of that. :tinfoilhat:

Aside from being a little odd, I'm not sure it would be appropriate for the site... Let's just say the pictures won't be featured on Facebook either. ;)

But yea. Just got back from naked bungy jumping. It was awesomely epic.

:2kewl:

Posted: Sun Feb 24, 2008 11:11 am
by fug4life
Relax, just post pictures of your maps. :D

Bungee jumping is cool, but living in England it isn't very exotic, normally your view at the bottom is Tarmac/Asphalt. You go off a bridge?

Posted: Sun Feb 24, 2008 10:25 pm
by DaMaN
fug4life wrote:Relax, just post pictures of your maps. :D

Bungee jumping is cool, but living in England it isn't very exotic, normally your view at the bottom is Tarmac/Asphalt. You go off a bridge?
Yup, into a gorge. 150 feet total :D

Posted: Mon Feb 25, 2008 8:50 am
by DaMaN
Quick on-topic update - I was seriously considering abandoning oc_return_c17_06a (as it wasn't turning out anything like the way I was hoping and was looking pretty crappy), but it's started looking really good and the gameplay is improved a lot now, so I've decided to keep it.

Current progress:
oc_return_c17_04 - 90% (lights look good - moar cubemaps needed ;) )
oc_return_c17_05 - 80% (needs better light, cubemaps, soundscapes, etc)
oc_return_c17_06a - 70% (awesome is there, but needs the rest of the entities and some more npcs)

I'd like to give a release date, but I'm not going to because I'll end up overshooting it.

Plus I need to re-release oc_return_c17_01 through oc_return_c17_03, so tidying those up will take a bit of time.

Stay tuned! :D

Posted: Mon Feb 25, 2008 6:33 pm
by fug4life
I'm glad you kept it I think...I hope so....

Now get back to work! :poke:

Posted: Mon Feb 25, 2008 11:21 pm
by Hell-met
I hope it's not gonna be like the HL2 Anticitizen chapter :P

Posted: Mon Feb 25, 2008 11:40 pm
by DaMaN
fug4life wrote:I'm glad you kept it I think...I hope so....

Now get back to work! :poke:
You slave driver you!!

It's turning out to be a fun little map, so I think you'll enjoy it. You'd better! *shakes fist*
Hell-met wrote:I hope it's not gonna be like the HL2 Anticitizen chapter :P
Ehh?? In what way?

From what I remember of Anticitizen One, Return to City 17 doesn't share many similarities with it. (Aside from being in the same timeline/universe and all ;))

Posted: Mon Feb 25, 2008 11:42 pm
by Hell-met
Well, I mean, your map name does suggest a return to city17 ;O

Posted: Mon Feb 25, 2008 11:47 pm
by DaMaN
Hell-met wrote:Well, I mean, your map name does suggest a return to city17 ;O
Ah, but as I have already stated in the WIP:
Returning to city 17 is not pointless if the maps are based before / during the events in Half life 2 ;)
I'm confident that the next three maps will conclusively put an accurate timeline on Return to City 17. ;)

Posted: Wed Feb 27, 2008 8:18 pm
by DaMaN
Quick little update - I've been working on oc_return_c17_06a, and it's been going quite well. I think I've got almost everything I wanted into it, and a bit more! Unfortunately, I created a few more bugs... :(

Also, Hammer has been acting up again. No major map loss, just time loss. Oh well. Anyways, I've done all the procrastinating I can do for Calculus. Stay tuned.