my 4cp ad map uploaded here cuz discord rules said so
Will update with screenshots sometime later.
ima try to get this done in a reasonable timeframe so i can throw it into ye olde worke shoppe e
right, i promised screenshots
You promised screenshots, not screenshot.
better than nothing
Brightly lit towers with the huge-ass dark tops on them.
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.
If im ever asked what sergis maps are like
the origin of the prop is also probably buried in geometry
could easily be the cause of that it's unlit.
is alpha. no care. dark will do for now.
damn instances have corrupted me
back in the day id never think to do something like this
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
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
Displacements simply doesn't work in instances. Sorry
Making the whole final point rotated like that wouldnt even be noticible and definitely not worth the effort in this situation
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.
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
changelog of doom
doesnt include instance stuff and some other things
i stubbornly keep avoiding any kind of modelling
and instead spend half an hour on this
Separate names with a comma.