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Author Topic: [WIP] ge_Warehouse (Large Images)  (Read 23580 times)

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markpeterjameslegg

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #30 on: February 13, 2011, 08:56:47 am »

Wish I could help you Zippy, but don't know anything about Hammer.
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major

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #31 on: February 13, 2011, 09:33:35 am »

Just for sake of keeping in one area, ill post the critiques I posted in other post here instead:

http://wcservers.net/images/hl2%202011-02-03%2001-26-01-05.png
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Zippy

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #32 on: February 15, 2011, 06:39:49 am »

do not just throw a box around you map to seal it. You need to seal the map as it is so that visibility can be compiled correctly and always compile VIS on 'normal' for final compiles.
Yeah. No matter how precise I make a closed room, Hammer will always say "OMFG LEak dettected!"

« Last Edit: February 15, 2011, 04:05:44 pm by Jeron [SharpSh00tah] »
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Mangley

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #33 on: February 15, 2011, 01:39:59 pm »

Yeah. No matter how precise I make a closed room, Hammer will always say "OMFG LEak dettected!"

Are you building on the grid? As in are your brushes snapping to the grid in hammer. They need to be.

Remember that props, brush entities and displacements do not seal the map.

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Jeron [SharpSh00tah]

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #34 on: February 15, 2011, 04:05:57 pm »

Yeah. No matter how precise I make a closed room, Hammer will always say "OMFG LEak dettected!"

You probably have the origin of a prop sticking out of the map somewhere. I.E. Light poles, and pipes, have awkward origins.
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Complete: Ge_Runway (now under care of CC Saint); Ge_Caverns // W.I.P.:Ge_Streets; Ge_Depot; Ge_Train;

Zippy

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #35 on: February 26, 2011, 11:22:43 am »

Alright, assume I fixed the following in the my map:
  • Random decals and props were removed or better placed.
  • The map was heavily optimized.
  • The lighting in HDR was no longer overly bright.
  • Some more weapons and ammo were added.
If I added the following changes, what would you rate the map? On a scale of 1 to 10. I'll accept anyone's (except Proxie's) true rating.
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killermonkey

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #36 on: February 26, 2011, 02:42:38 pm »

If I added the following changes, what would you rate the map? On a scale of 1 to 10. I'll accept anyone's (except Proxie's) true rating.

Just gonna throw it out there, but this is part of releasing a product to the public. You have to deal with the Good, Great, and down right Terrible reviews / opinions of people. Stick in there buddy and do what you know is right, no one can force you to do anything but quit, and thats not what we want you to do.
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Jeron [SharpSh00tah]

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #37 on: February 26, 2011, 04:03:00 pm »

I cant download the map, due to come computer problems, and other CRAP as always... Anyways, if you would like, you can send me a zip file with, i'd say, over 20 images, around the map. Ill critique them.
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Complete: Ge_Runway (now under care of CC Saint); Ge_Caverns // W.I.P.:Ge_Streets; Ge_Depot; Ge_Train;

Proxie

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #38 on: February 26, 2011, 10:23:12 pm »

I'll accept anyone's (except Proxie's) true rating.

>mfw

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Zippy

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Re: [WIP] ge_Warehouse (Large Images)
« Reply #39 on: February 27, 2011, 06:54:25 am »

Nothing personal, but I can never tell if you're serious or not.

In all seriousness though, I don't care, you can still give a rating if you want.

Edit: Actually, no. Don't.
« Last Edit: March 02, 2011, 05:46:16 pm by Zippy »
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