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PL Corrode RC2

Made by Leminnes

  1. Vel0city

    aa Vel0city func_fish

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    Why make them a model? They function just as well as normal brushes which would actually solve the ugly lighting.

    People should see the green goo though. It's the goo that's bugging out.

    Actually, I just realized you made the goo in the reactor a water material. That's not gonna work. Water materials need to have a continuous surface rather than patches of goo. Otherwise you'll have "holes" in the texture and the water shader does not like that at all, thus borking out. I think it's better to remove the goo texture and make a custom water material that has a toxic green color.
     
    Last edited: Nov 2, 2015
  2. Pocket

    aa Pocket func_croc

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    Just set it to not cast shadows at all; I'm pretty sure that's what Valve always does for chain-link fences. -textureshadows really only looks good with high-detail lightmaps anyway.

    Broken conduit right in this screenshot :p
     
  3. Leminnes

    aa Leminnes

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    It was to reduce the amount of water indicies as I was quickly reaching Max...

    Yeah, I'll give some more lighting options a shot and see what happens.
     
  4. Leminnes

    aa Leminnes

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    • Thanks Thanks x 1
  5. Leminnes

    aa Leminnes

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    Changed the respawn wave times after CP2 is capped. Made wave times for Red shorter and Blue longer. They stay that way until the end of the map.

    Fixed some broken door triggers. Doors shouldn't trap people inside of them now (hopefully).

    Removed fan in the vent near CP1. Still need to jump into it, though.

    Read the rest of this update entry...
     
  6. YM

    aa YM LVL100 YM

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    Well I played this for the first time today and I feel like it has really massive flow problems for red. if you watch the most recent demo from the EU server, you'll see halfway through I had a breakdown because I ended up in a massive area completely stuck, all the doors out were locked.

    Eventually the rest of the team came back and found me and helped me escape, I can't remember how I got into that mess, so watching the demo will hopefully reveal to you what I did.

    http://demos.geit.co.uk/demos/1447108260-eu-pl_corrode_rc1b.zip
     
  7. Pocket

    aa Pocket func_croc

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    Left a buttload of feedback nodes, but this thing has to be seen to be understood... or believed.

    [​IMG]

    [​IMG]

    Part of the reflection spontaneously disappears from this angle

    [​IMG]

    [​IMG]

    um

    [​IMG]

    [​IMG]

    UM
     
  8. Leminnes

    aa Leminnes

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    That is super weird. I'm not totally sure what is causing that... I guess I'll have to take a look at the visleaves.
     
  9. Leminnes

    aa Leminnes

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    Changes:
    Moved CP A farther into the building
    Reduced the amount of time added to the timer when capturing CP A & CP B
    Increased the amount of time added to the timer when capturing CP C
    Added a bunch of signs
    Added some windows
    Increased respawn times on Red after CP C is captured
    Reduced respawn times on Blu after CP C is captured
    Lightly detailed a few barren rooms
    Soundscapes work now
    A whole bunch of bug fixes

    Need to be fixed still:
    Have no idea why the water is still ghosting in various spots. Will keep experimenting to try and fix it.

    Read the rest of this update entry...
     
  10. Malachite Man

    Malachite Man L6: Sharp Member

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    woah this map looks fantastic:psyduck::jimijam:
     
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