mookie wrote:When you use cl_leveloverview, it only draws what's below you. So if you've got time for it, you can take screenshots at a few different heights and blend them together to get rid of things like palm leaves, domes, and dragons' teeth on top of those walls on the way to A. You could also do a blend/transparency to get the underground areas onto the radar in this way.
Will look into this, sounds like a lot of fooling around though.
T spawn looks nice, but the ground seems a little to smooth and neat looking. A few decals or something in the darker/greener sand/dirt, maybe even something as subtle as impressions from where heavy crates or some kind of tripod had been put down. Rust stains coming off those lights might look good.
Agreed. Examples?
On the outside wall on the outside route to A, the rock/dirt textured displacement makes a very hard edge where it hits the wall. Something sandier and more weathered-looking would probably be much better here. Or maybe just push the blend between sand and rock to be across the wall instead of in front of it.
After I looked at it you're right, fixed.
It seems like the only thing getting much fog is the boat, so the fog could probably be weakened and made to match the skybox colour better. Right now it seems pretty ugly sitting out there as basically nothing but a silhouette. But if the fog was weak enough that you could see the colour of the boat and whatever containers might be sitting on it it would probably look better.
Picked that up earlier already fixed, moved boat closer to shore, extended fog draw distance.
I have to agree that the arches look like they could use a few more vertices.
Agreed and fixed.
The sloped tile floor going up out of B and the tiled porch at CT spawn look like there too shiny and might need a cubemap sitting right on top of them.
Picked that up earlier as well, already fixed.
The platform at bombsite A looks too flimsy, like it should have beams and joists holding it up on top of those posts.
Not 100% sure what you mean on this.
In the room/hallway with the rugs and high ceiling, the white tile in the gaps seems distracting.
They had the same tile as those bright floor spots mentioned earlier, fixed, doesn't stand out as bad.
In the underground tunnel, the overbrightness of the lights up close and the lightglow/sprites are combining to be too much. Maybe these lights should be more linear (maybe 50 or so?).
Playing around with this, set sprites to lower density, playing with linear setting.
The more I look at different areas of this map and how they fit together, the more I like it.
Thank you.



