Awp_Subzero-real 50% done

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Awp_Subzero-real 50% done

Postby Generalvivi on Mon Apr 04, 2005 11:57 am

as you can see this is much better looking then the first one. I still have a bit to go tho and am working hard. DOn't worry about de_graveyard i am going to http://img.photobucket.com/albums/v285/ ... t20007.jpg
http://img.photobucket.com/albums/v285/ ... t20006.jpg
http://img.photobucket.com/albums/v285/ ... t20005.jpg

awp_subzero-real

*will have 64 player slots
*wider terain for the added players
*ambient sounds
*custom terain textures. (which you can see that all ready)
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Postby Serever on Mon Apr 04, 2005 12:01 pm

looks like fun . . . displacements are pretty chunky and sharp tho
some noobs might cut themselves on them
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Postby Dead-Inside on Mon Apr 04, 2005 12:34 pm

Yep, terrible displacementjob.

First of all, split all edges and stuff so that you build them with brushes first, then turn them in to displacements and start working to get the shape you have there...

The boxes are lit strangely as opposed to the terrain (They're super dark)

Your custom ground texture (?) is too low res or too stretched out. Try making it smaller with scalingvalues.

That's about it for now, good luck :)
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Postby snufflez on Mon Apr 04, 2005 1:48 pm

i dont like the ground texture and there needs to be some variation other than that looks nice.
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Postby Serever on Mon Apr 04, 2005 9:54 pm

hmm, only just noticed this . . in the second pic to he left of that building there is an error model poking out.
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Postby YokaI on Mon Apr 04, 2005 11:39 pm

not bad d00d

Is it the same layout as awp_subzero, and tat ground looks like concrete x.x or pavement or w/e
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Postby Generalvivi on Wed Apr 06, 2005 7:54 pm

thanks for the feed back keep it comming!
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Postby Cr4ig on Wed Apr 06, 2005 7:58 pm

Make the displacement brushes using more than one brush to stop the stretched textures.
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Postby Generalvivi on Fri Apr 08, 2005 4:34 am

im using about 8 - 10 differnet displacements all the same size
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Postby YokaI on Fri Apr 08, 2005 7:38 am

Generalvivi wrote:im using about 8 - 10 differnet displacements all the same size


Maybe like 15 or 20
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Postby ishbog on Fri Apr 08, 2005 1:35 pm

maaaannn.... dont use displacements for everything like that! BAAAD stretchy! bad stretchy!! *covers eyes*
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Postby Jest@ on Fri Apr 08, 2005 4:55 pm

yeah ugly displacements. Use smaller starting brushes for them( = more detail) and sort out those stretched textures.

you know what, reminds me of a few of the levels on Project IGI....I always loved that game, had some pretty good terrain mapping.

It had some crazy terrain generator system which meant you could walk out of the edge of a map (i.e. out of the actual mapped area where the play took place), and you could carry on walking indefinitely, and it would carry on generating (or possibly looping) terrain for you to walk on. Nuts. Anyway. Sidetrack is over.


Never played the original of this map, but I hope it's got some more architecture/streets/buildings etc around, plain open terrain would be pretty dull.

And dear God pleeeease get rid of that 'generalvivi' credits thing in the last screen. I've got nothing against it in principle (although personally I wouldn't announce myself at the top of a cliff, i'd hide it a bit), it just looks really ugly!!! make a custom texture with an opaque background or something, just don't make it outta brushes!
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It was earth all along
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Postby Generalvivi on Fri Apr 08, 2005 9:39 pm

rofl jest . NOT THE 3D NAME!!!!. aight ill just keep the signature inside the lodge.
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