Hello fellows,
I spend some more time on the map as you can see in the screenshots below. All entities (CPs, doors, ...) are working as planned and I did a full HDR compile (lasted ~8 hours). Still didn't spend much time on the lighting, I'm going to redo the complete lighting and texturing a little later. If anybody has some suggestions on how to turn down the much too bright HDR lights let me know about it (in LDR mode it looks fine).
The oil rig map features 3 control points that have to be captured one after another - Blu's attacking, Red defends. From blue spawn there are two routes to CP A, followed by two routes to B. After capturing B, some doors open three routes to CP C. I included two elevators and one ladder so far. There's also a little ventilation system in which the flowing air pushes the player up (using trigger_push) at the end towards CP C. So far the map is at least 50 hours of work away from a final version I guess.
Still to do:
- cubemaps
- sounds
- hint brushes
- more detail brushes and props
- extend skybox details
- gameplay optimization
- cameras
- ropes
- complete clipping
- rooftops
- more overlays
- some func_breakables
- lighting
- texturing
Questions:
- is there any difference between the CLIP and PLAYER CLIP textures?
- how to fix way too bright HDR lights?
btw. I started another concept of a dustbowl style map - working title: cp_redcanyon.
feel free to download and test the map: CP_OILRIG Alpha 4 (20 MB ZIP)
and here are the screenshots (click to enlarge)...
I spend some more time on the map as you can see in the screenshots below. All entities (CPs, doors, ...) are working as planned and I did a full HDR compile (lasted ~8 hours). Still didn't spend much time on the lighting, I'm going to redo the complete lighting and texturing a little later. If anybody has some suggestions on how to turn down the much too bright HDR lights let me know about it (in LDR mode it looks fine).
The oil rig map features 3 control points that have to be captured one after another - Blu's attacking, Red defends. From blue spawn there are two routes to CP A, followed by two routes to B. After capturing B, some doors open three routes to CP C. I included two elevators and one ladder so far. There's also a little ventilation system in which the flowing air pushes the player up (using trigger_push) at the end towards CP C. So far the map is at least 50 hours of work away from a final version I guess.
Still to do:
- cubemaps
- sounds
- hint brushes
- more detail brushes and props
- extend skybox details
- gameplay optimization
- cameras
- ropes
- complete clipping
- rooftops
- more overlays
- some func_breakables
- lighting
- texturing
Questions:
- is there any difference between the CLIP and PLAYER CLIP textures?
- how to fix way too bright HDR lights?
btw. I started another concept of a dustbowl style map - working title: cp_redcanyon.
feel free to download and test the map: CP_OILRIG Alpha 4 (20 MB ZIP)
and here are the screenshots (click to enlarge)...
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