- Apr 29, 2008
- 1,068
- 709
sex.
Might want to think about putting a fence in behind that tent though.
If there was ever a place for the "SWIFT WATER" sign, it looks like that's it. Also if this doesn't convince Valve to at least incorporate displacement-based running water into one of their own maps, I'll be very surprised.
You probably need to compile with the per-poly lighting that Valve implemented. The origins are probably too close to the displacement hill to be properly lit and so are only getting the ambient light.
I'm glad people like it, it was really just meant as a quick setup to see how my concept for the area looked. Listening to your feedback (thanks, by the way - much appreciated), here's a more final pass over the area.
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As for the wall, I'm going to slice it in half. Part will join with the Blu garage while the other part will become part of another cliff face. I'm not totally sure what's going to go in the gap between these two structures, Maybe a pile of supplies like this.
Editing this because it's not worth a new post:
http://youtu.be/xXViaWAIvxs
What if you placed the stream at the bottom of a cliff? It'd be cool to see someone fall in and be swept away by the current but I guess that's too much work when a simple divider works fine.
Will the skybox show Blu spawn, but still allow Vis to be done right or am I missing something.
I know I've blocked up a possible route here, so I've also done an alternate version that matches the original layout better - I can switch between the different versions with visgroups.