Editing and Customization > Past Versions
[Level] ge_siberia_cc
namajnaG:
Take your time, The more time you put into the map, The greater it will be.
Also, I was wondering (Kinda curious :P)... What is at the limit of the map?
Is it 2D trees like outside bunker_kraid (Or just like on the N64 version), 3D trees with an invisible wall or you haven't done that part yet?
EDIT : Yeah I mean't the end of the map. (Didn't want to create another post just to say this, It would had been useless.)
CCsaint10:
I assume you mean at the ends of the map. I have it so that mountains go up from the ground and there is a player clip about half way up the rocky mountain side. It works well because of the rock textures that blend with the snow to help you realize where the boundaries are. Maybe one day I will make a 3d skybox but it isn't as important right now since the current way looks fine.
WNxEuphonic:
Having played the original Luch map, I'm glad someone put so much TLC into it! Looking forward to playing it!
CCsaint10:
Thanks man, I appreciate the feedback. I am getting close to giving you guys a great surprise, visually. I am very excited to show you guys..should have some new screens up hopefully by tonight. If they aren't, it is because I am tweaking it to make it look even hotter. :)
Currently Doing List:
- Integrating $blendmodulatetexture on to multiple textures to increase visual blending/effects
- Bug fixing Cabins/aligning textures
- Changing some props
- Reworking some of the displacements
Brainstorming ideas:
- Changing the skybox to match the colors of the lighting to something slightly darker
- Making the dome have a area open like in the original in which players can jump down into
CCsaint10:
Updates!
Changes/Additions:
- Integrated $blendmodulatetextures on walkways, mountain sides, and helipad areas for a much better blended appearance.
- Aligned all cabin textures and changed a few textures to provide smoother transitions
- Got rid of some Half-Life 2 props and replaced them with goldeneye props where applicable.
- Reworked displacements to provide better visuals and accessibility.
- Made a custom skybox to better fit the environment and lighting.
- Reworked some displacement alpha blending to adjust what the $blendmodulate did to the textures.
- Various other cosmetic changes/fixes
I decided to leave the pond with the reflectivity it has currently. After monkeying around with the suggestion given, I decided it would be good for the level because
1) The level has a very dark feel, providing that much reflectivity from a pond would not fit with the dark/cold feel.
2) Performance decreases would be substantially higher in that area. We don't need something with that minimal of a gain to kill performance. Remember the mirrors in Facility?
3) The overall look of it doesn't fit. It has more of a metallic reflectivity like it was frozen recently. The goal of this pond with this much snow is to show that it is NOT a superficial freeze, but a deep freeze. Something the other did not convey to me.
Please shoot your suggestions and criticisms this way. :)
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