An old friend brought back from the dead after 5 years in the dirt and given a clean new suit.
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.
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what gave you an idea to put those halloween rocks?
There's a culty-ritual thing so it makes sense
It will be going along with the Skull Island-inspired organic detailing, paired with the James Bond island spy base detailing.
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...
This is easily one of the most beautiful and well detailed, polished and thought-out map I've ever seen
Oh my god
Edit: Had a run-around and found some minor improvements (click for full images)
Now I'm just figuring out how to open the door to the lower pool area...
"local man unable to map"
Holy shit dude
Valve, don't make the same mistake you made last halloween
Dude holy shit, those teasers you were giving us don't do this map justice, its fucking gorgeous.
If this doesnt get in with the jungle update, I'll sell my hat.
I just had to download this and run around it earlier. Fucking gorgeous, well done.
Massive kudos to everyone who contributed to the artpass, it's insane
Looking at the pics of this map:
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
these doors don't actually mesh with each other
Now I see it, the rock dong looks really wierd. The rock must have been really strangely shaped before they built the building (like, it arches upwards?) and then... they knocked one end of the arch off and supported it with a building?
Wait Lazarus, like that one David Bowie song.
Lazarus, as in it was an map layout void started and rebirthed recently (like biblical lazarus, coming back from the dead)
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