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uthd_Constantine
=WiP=
#31
Posted 04 May 2012 - 12:21 PM
Not only the color, but the scratches harmonize better with the fine details on the rest of your model.
The other roof seems to bulky for my taste, with the big pattern and black outlined shadow on it.
It looks like someone had taken an magic marker to paint over the Mona Lisa.
Edit:
Nice to see a map that comes with a decent level of vertical playground,
good luck with your project.
The other roof seems to bulky for my taste, with the big pattern and black outlined shadow on it.
It looks like someone had taken an magic marker to paint over the Mona Lisa.
Edit:
Nice to see a map that comes with a decent level of vertical playground,
good luck with your project.
Quote
BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~
#35
Posted 21 May 2012 - 12:27 PM
Rayne, on 21 May 2012 - 11:57 AM, said:
I think i might be going in a bit too sci-fi direction.
Does look a bit moonbase-alpha - but looking good. Where does that section fit in the current algiers layout?
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#36
Posted 21 May 2012 - 01:22 PM
Johnnyenglish, on 21 May 2012 - 12:27 PM, said:
Does look a bit moonbase-alpha - but looking good. Where does that section fit in the current algiers layout?
Yeah i have to redo that left building. I like how it looks like but it reminds me of Stargate for some reason and that's not good.
That is the red spawn and the small open area in front of it. To the right are the stairs that lead to the flag and the central open area.
#37
Posted 22 May 2012 - 05:22 AM
Rayne, on 21 May 2012 - 01:22 PM, said:
That is the red spawn and the small open area in front of it. To the right are the stairs that lead to the flag and the central open area.
Oh yeah, I can see now - will you still be able to get up on that spawn killing balcony?
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#38
Posted 22 May 2012 - 10:21 AM
No cause the balcony was replaced by a tower so it's impossible to get there now.
That was a useless spot in the map that served no real purpose and i think it was a slip up during the clipping.
More spots similar to that one that right now allow heavy spawn camping will be nerfed heavily.
That was a useless spot in the map that served no real purpose and i think it was a slip up during the clipping.
More spots similar to that one that right now allow heavy spawn camping will be nerfed heavily.
#39
Posted 22 May 2012 - 04:10 PM
Hay Rayne looking real good. Layout wise the one map type that is missing from the rotation in general is smaller 4-6 player maps designed for quick action game play. Personally I really miss the older Q3 DM type maps.
If you plan to texture bake I would suggest that you switch your texture type to 3ds Max Pro materials and use the day light system along with Mental Ray.
If you plan to texture bake I would suggest that you switch your texture type to 3ds Max Pro materials and use the day light system along with Mental Ray.
doing "stuff" with dead things.
#40
Posted 22 May 2012 - 05:00 PM
Frankie V, on 22 May 2012 - 04:10 PM, said:
Hay Rayne looking real good. Layout wise the one map type that is missing from the rotation in general is smaller 4-6 player maps designed for quick action game play. Personally I really miss the older Q3 DM type maps.
If you plan to texture bake I would suggest that you switch your texture type to 3ds Max Pro materials and use the day light system along with Mental Ray.
If you plan to texture bake I would suggest that you switch your texture type to 3ds Max Pro materials and use the day light system along with Mental Ray.
I'll definitely use shadow baking on some elements, but on the whole map...I'd hit the 350MB texture limit too fast.
Algiers isn't a huge map but due to details, fairly complex geometry, texture limits and the fact people won't be too happy to download a 150 MB map let alone 350 or bigger, shadow baking will be limited.
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