cp_downward

Swordz

L5: Dapper Member
Jun 27, 2009
224
37
i cba to download, but i LOve the name.

Only Problem; i INSTANTLY hate it. I hate dev textures in the actual mode, dev textures are for measurements! PLEASE TEXTURE IT DIFFERENTLY AFTERWARDS D:.

Dude, it's an alpha.
 
Aug 10, 2009
1,240
399
As long as your pictures are still accurate, I'm going to say this;

I think your layout is pretty cool, but unfortunately I think it's overscaled. Not overscaled in the sense of "wow, this map is f***ing huge!" but in the sense that in a few places, there are 128 units too many that when added up cause the map to feel a bit watered down.

I'll go through the pictures to give some examples. Just to note, the red lines indicate where I think you could take off 128+ units (sometimes 32-64 less), and the blue dashed areas (only in one picture) indicate the open space areas this would hopefully help to resolve.

cp_downward_a10003.jpg

cp_downward_a10004.jpg

cp_downward_a10005.jpg

cp_downward_a10006.jpg

cp_downward_a10007.jpg


Hope it (this) helps! :) Note that these are examples, but they are also spots that in my mind do need a good shrinking. I'm sorry that it has to be shrinking though, shrinking sucks :(
 

Toast

L1: Registered
Jul 19, 2010
45
15
I knew scale would come up, always does whenever i make something :p

But anyway opinions;

cp_downward_a10003.jpg


EDIT:

Screw my thoughts, ^ yes

cp_downward_a10004.jpg


^yes

cp_downward_a10005.jpg


The points meant to be like that, (long), but yes to the rest of it.

cp_downward_a10006.jpg


^yes, that'll be a pain in the ass

cp_downward_a10007.jpg


^To me the building feels small inside, i dont think it needs scaling really. The outside does a bit though.







Wow, i just wrote that didn't I? :O

EDIT:

Generally, meh i agree.

Also note im not to good at understanding things such as

I'll go through the pictures to give some examples. Just to note, the red lines indicate where I think you could take off 128+ units (sometimes 32-64 less), and the blue dashed areas (only in one picture) indicate the open space areas this would hopefully help to resolve.(

So i probably understood a bit wrong, im just bad at understanding stuff :p
I get confused way too much.
 
Last edited:

Toast

L1: Registered
Jul 19, 2010
45
15
Bump, cos I'm a miserable sod :(

Damn, school and damn dentist sapping mah time.
 

Toast

L1: Registered
Jul 19, 2010
45
15
Meh, not much.

cpdownwarda20000.jpg


Slightly shrinked, made more base like, and stuff. I'll be fiddling with it sum moar. :)

EDIT:

Fucked up rooves ftw :p

Speak to me people!
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
It looks good! It's on the list of maps to test once it gets some optimization with the group I play with. We're excited.
 

Toast

L1: Registered
Jul 19, 2010
45
15
Wow, this has changed a lot since I last came here :p

Anyway, just here to leave a restart date for this thing ^^^

Friday 17th December 2010

*insert some epic image here*

Now I am gone... Into the night...
 

Toast

L1: Registered
Jul 19, 2010
45
15
Gee... I'm quite rusty at this now.

Progress Report on optimisation so I can get a working version out;

func_areaportals:
85% (ish)

Hint/Skip:
5%

func_detail:
75% (ish)

And also a few changes, nothing too major. I hope to get this done optimisation done soon so I can get it out.

Hurts my brain having to do this after so long doing nothing but modelling :bored:

See ya! :)