Lazarus

KotH Lazarus RC4

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Izotope

Sourcerer
aa
May 13, 2013
698
764
sig-4496644.revenge-sith4.gif
Ueu9fPQ.gif
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Back to rapid-fire alpha testing! Here's what's changed!

- Fixed a bug where players could stand on parts of the cliffside without touching the kill trigger.
- Improved clipping in mid corridors.
- Fixed clipping on gameplay signage.
- Added ammo to the ambush routes.
- Reduced size of capture area and made the boundaries more clear.
- Lighting improvements.

Read the rest of this update entry...
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
It will be going along with the Skull Island-inspired organic detailing, paired with the James Bond island spy base detailing.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
I'm gonna be honest. It's been two months. I lost track of any changes I made. It's fully detailed with a few minor layout changes, but nothing severe.

Fully artpassed with custom assets developed by Fuzzy, Sedi, Stiffy, Sky, and myself. It's a very large file.

Read the rest of this update entry...
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Oh my god

Edit: Had a run-around and found some minor improvements (click for full images)

20170421145730_1.jpg
Maybe do a nocull on this globe model material to make it more hologram-y. Jumping inside it results in the usual where you don't see the material (because normals)

20170421145741_1.jpg
Globe also doesn't appear in the cubemaps, not sure if that's fixable due to it being dynamic instead of static (I'm guessing)

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20170421145912_1.jpg
Annoying points that could be clipped

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Rock on the left is non-solid, but the lamp on the right isn't. Seems weird having one but not the other.

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Can jump up here and stick to it

Now I'm just figuring out how to open the door to the lower pool area... :D
 
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Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
:demoneye:
:demoneye:

Dude holy shit, those teasers you were giving us don't do this map justice, its fucking gorgeous.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
first off: this is really good. now here's all the reasons i hate it:

biggest issue (and really, only) i have is readability. if you want valve to pick this map up then readability should be a priority. byre got less detailed between contest and release versions because of their feedback (it could probably stand to be even sparser).

ground texture tends to be pretty noisy. the ground is where players are looking most often (or rather, at enemies standing on it, but those come hand in hand) which makes it not a great place for adding visual information where it isn't super useful. when painting alpha on disps i try to have most vertexes be at 100% alpha or 0% alpha (or somewhere close) rather than in the middle cause the middle vertexes produce the most visual noise.

interiors could use brighter lights. i think the interiors as scenes themselves are lit nicely, but they're at about the same level of illumination as the exteriors. the end result is that your doorways kinda disappear into the background cause what's inside is as bright as the walls on the outside. you can also help mitigate this with texture choice (brighter textures on the interior, darker on the exterior)

not a huge fan of this stone texture. its more clearly defined than almost any stock texture. look at brick or wood textures and see how seams between planks/individual bricks tend to be loosely defined or not even exist. i am playing on low settings so take these examples with a grain of salt and do your own research.

light glows can be a bit intense at times. i feel like there's a layer of grease on my screen

most of mid is daylit or has some artificial light on it, but this corner is especially dark

lighting seems fucky. i know it's filtering through the ferns but it just looks wrong

ngl this looks a bit like the building has a big ol rock dong. i think you could get rid of this rock arch and you'd have a more plausible building, a more plausible landform, and a nicer vista. at the very least dont have electric fence cables run directly into the rock face

i dont think ancient concrete is quite good enough to do this (modern concrete will fool you because it has rebar) but im nitpicking

repeating texture

cubemap mismatch

these doors don't actually mesh with each other
 

Aquadango

L2: Junior Member
May 21, 2016
93
94
Wait Lazarus, like that one David Bowie song.