a scaled up prop_dynamic that refuses to cast lightmap shadows, with most visible polygons buried in a skybox brush. in an alpha so it will do for now.Brightly lit towers with the huge-ass dark tops on them.
wat
If im ever asked what sergis maps are likea scaled up prop_dynamic that refuses to cast lightmap shadows, with most visible polygons buried in a skybox brush
the origin of the prop is also probably buried in geometryIf im ever asked what sergis maps are like
could easily be the cause of that it's unlit.the origin of the prop is also probably buried in geometry
is alpha. no care. dark will do for now.could easily be the cause of that it's unlit.
and just like that, i learn that instances dont quite work right with displacements
at least i guess not angled ones
seems like displacing the displacement ignores instances rotation
It lets me move the castle closer in making the area smaller, fill out some unused space on the right side while creating more space on the left that i can fill out with turning the house there 90 degrees which in turn allows me to cut about 512 unit area behind that house out and make the area even smaller and cozier, also makes one castle entry as clearly the main one which should help funnel players a bit more, also lets people get into the castle a second faster and since the run is longish, every second counts and as every angled geometry, breaks up orthogonalityMaking the whole final point rotated like that wouldnt even be noticible and definitely not worth the effort in this situation