Knights wrote:I know I commented on this awhile ago but still loving the design!This should be turned into a L4d survival map... Of course make it dark.
Thanks mate. A L4d version is certainly a possibility
RA7 wrote:This map needs a BETA
closed beta very, very soon. Definitely send a copy your way. The internal beta will have some placeholders. I'll release a public beta once all the content is finished and I've made gameplay tweaks from the closed testing..
TorQueMoD wrote:I'd actually really like to see a bird's eye view of the layout. The map itself looks pretty, but I'm curious as to how well its connected up. Might be a good idea to have the road lead down into some underground parking that connects the front of the building to the back.
Very nice work overally so far. I'll be keeping an eye on the progress.
The layout is rock solid, based off a very familiar layout to any oldschool fps gamer. Every room has multiple access points and there are no dead-ends.
I tried to run the map on my laptop the other day and performance was atrocious. I haven't optimized the vehicle collision models (which are currently compiling with errors) so hoping that's all it is (showbudget was spending ages in static prop rendering).
I've used high resolutions for all my UVmaps (example all vehicles use 1024x1024 diffuse, 512 spec). The map runs flawless on my old system (Althlon 5200, 4gb RAM, GeForce8800). I'm hoping that with further tweaking I can get a reasonable framerate on my laptop (2ghz Centrino Duo, 2gb ram, Radeon x1400)


This should be turned into a L4d survival map... Of course make it dark. 









