Latest map attempt by Kalti

This forum is to show yet unfinished work or anything else you'd like to brag about. Just to get some feedback or impress us all.

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Kalti
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Post by Kalti »

Good to hear tltrude... thanks
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panTera
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Post by panTera »

Looking nice so far, just take your time to add those details and optimize it wherever you can. By the way, what's that yellowish corner in that last picture you posted? It looks like some sort of sandy hill with a beached boat? Or an entrance maybe?
As you may have noticed it's hard to hide the transition between the ground surface and the patch mesh. Especially when the patch makes ugly shadows. Here's something you might want to try: Extract that sandy texture from pak2 and find its shader. Then use the texture as a custom one (eg. rename it to sand_noshade), make a new shader for it and add the 'surfaceparm trans'. This way the texture will be lit as normal but it will no longer cast any shadows itself.
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Post by lizardkid »

i usually put retaining walls on sharp mesh/brush edges, it looks normal and effectively reduces th "why is taht there?" factor in games.
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Kalti
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Post by Kalti »

It's a beached boat... thanks for the tip Pantera... much appreciated :D
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Kalti
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Post by Kalti »

For those of you who are interested... click my sig for the most recent "Venice" screenshots, which will show you some new work and added detail to known areas...

You will have to skip to the end of that thread though :D
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Mj
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Post by Mj »

Lovely, but you could seriously do with some ivy...

if you ain't feeling too possesive of this map i could add some detail, but otherwise i could just send you some nice textures for ivy and such.. or you could get them from Dieppe, lol
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Kalti
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Post by Kalti »

Mj wrote:Lovely, but you could seriously do with some ivy...

if you ain't feeling too possesive of this map i could add some detail, but otherwise i could just send you some nice textures for ivy and such.. or you could get them from Dieppe, lol
Haha... thanks man, I already checked those Dieppe textures :oops:

I'm working on a texture that would have to represent the woodwork on which I can let them weeds grow...

Anyways, I am getting to that... so, no need to worry and thanks again :D
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Imperfection
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Post by Imperfection »

how r u doing on this map no word for a hwile im looking forward to it
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Post by Axion »

Yeah, what's the status of this map? I'm really looking forward to the finished product- Cool theme, sweet architecture, nice eye for detail, and most important of all, it looks like it'll be a blast to play.

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Post by Kalti »

I know it's taking way too long... but it's my first and sofar it has been one long (and hard :wink:) learning process... In one of my last replies I mentioned some new screenshots of the progress, dunno if you've already taken a look but if not, you can do so here

Btw. Thanks to a loadfull of answers from Wacko I managed to regain new inspiration and have picked up the main map script once again. Thanks Wacko !

Safetywise I can say there's about 15% of work left on the map... the layout is final. The map is closed off in a satisfying way (imao) all that's left is some brushwork, most of which consists of adding details to the map. Besides that I will have to optimize for sure !

There will be something as a private beta and the final release should include the custom textures I have in mind. Again, the map will probably be too large for your liking but I hope it will do the job
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