CP Myrtana a52

my 4cp ad map uploaded here cuz discord rules said so

  1. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    Nextgen Morras.

    Will update with screenshots sometime later.
     
    Last edited: Jun 24, 2016
  2. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    ima try to get this done in a reasonable timeframe so i can throw it into ye olde worke shoppe e
     
    • Like Like x 1
  3. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    right, i promised screenshots

    [​IMG]
     
  4. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,440
    Positive Ratings:
    1,191
    You promised screenshots, not screenshot.
     
  5. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    better than nothing
     
  6. Vel0city

    aa Vel0city func_fish

    Messages:
    1,930
    Positive Ratings:
    1,540
    Brightly lit towers with the huge-ass dark tops on them.

    wat
     
  7. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,440
    Positive Ratings:
    1,191
    better than nothing
     
    • Funny Funny x 3
    • Like Like x 1
    • Agree Agree x 1
  8. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    a scaled up prop_dynamic that refuses to cast lightmap shadows, with most visible polygons buried in a skybox brush. in an alpha so it will do for now.
     
    • Thanks Thanks x 1
    • Like Like x 1
  9. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,440
    Positive Ratings:
    1,191
    If im ever asked what sergis maps are like
     
  10. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    the origin of the prop is also probably buried in geometry
     
  11. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,440
    Positive Ratings:
    1,191
    could easily be the cause of that it's unlit.
     
  12. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    is alpha. no care. dark will do for now.
     
    • Agree Agree x 1
  13. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    damn instances have corrupted me

    back in the day id never think to do something like this

    [​IMG]
     
    • Like Like x 1
  14. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    and just like that, i learn that instances dont quite work right with displacements

    at least i guess not angled ones

    seems like displacing the displacement ignores instances rotation

    [​IMG]
    [​IMG]

    o well, ill just hope that working with castle in the instance and castle displacements in the main map wont be too awkward

    or i can just collapse for every compile lol

    i do have some more instances with displacements that seem to work right, although it might be simply because they arent displaced enough to notice
     
    Last edited: Jul 4, 2016
  15. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    Displacements simply doesn't work in instances. Sorry :(
     
  16. JeanPaul

    JeanPaul L4: Comfortable Member

    Messages:
    186
    Positive Ratings:
    175
    Making the whole final point rotated like that wouldnt even be noticible and definitely not worth the effort in this situation
     
    • Agree Agree x 1
  17. Vel0city

    aa Vel0city func_fish

    Messages:
    1,930
    Positive Ratings:
    1,540
    You don't want displacements in instances. I used them on Snowville, not even angled, and they were an absolute pain. Biggest problem is that you can't sew them between instances which makes them a pain in the rear to use. I guess you could make an instance with just the displacements but by that point you should just have them in the map's main vmf.
     
  18. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    It lets me move the castle closer in making the area smaller, fill out some unused space on the right side while creating more space on the left that i can fill out with turning the house there 90 degrees which in turn allows me to cut about 512 unit area behind that house out and make the area even smaller and cozier, also makes one castle entry as clearly the main one which should help funnel players a bit more, also lets people get into the castle a second faster and since the run is longish, every second counts and as every angled geometry, breaks up orthogonality

    and for that all i have to do is either redo tower shape in nondisplaced brushes or move towers to main map and do the ground displacements around the instance which should be easy enough

    tldr - i disagree and its already done anyway
     
    • Like Like x 1
  19. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    changelog of doom

    [​IMG]

    doesnt include instance stuff and some other things
     
    • Funny Funny x 2
    • Like Like x 1
  20. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    i stubbornly keep avoiding any kind of modelling

    and instead spend half an hour on this

    [​IMG]
     
    • Like Like x 2
    • Agree Agree x 1