pl_boatload

PL pl_boatload _b3

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
Remember me teasing something mysterious a month ago?
1701925977556.png

1701926075145.png

1701926112015.png

1701926146784.png

1701926163480.png

1701926176359.png

1701926207674.png

1701926240875.png

1701926276936.png

1701926304706.png

1701926356188.png


Now here's the punchline - it's still not done. There are some crappy-looking areas I still need to rework.
See you tomorrow!
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
Tiftid updated pl_boatload with a new update entry:

B3 - Tomorrow

  • Artpassed all underwater areas
  • It's done in a sort of "propspammy" way - but, as I stated in this post, that's actually not more effective than combining them area by area, because Propper references the base-game textures - so, I might combine them in a future version
  • Revisited some of the worst above-water areas (between B and C mostly)
  • Painted a new sky texture
  • I'll release all the custom assets I made for this map soon...

Read the rest of this update entry...
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
One thing I was always very regretful about when it came to this map was how little it makes use of dynamic reflections.

I resolved myself to use expensive water even knowing that no amount of optimisation can make it NOT a huge performance sink, but then I didn't even really frame any scenes with the idea of making the water reflect something cool.
On top of that, the scale of the water texture is so low that the reflection is often hard to even make out. I used to have it higher, but someone complained about it being too large so I was like "alright" and scaled it down.

I may eventually fix this, or create a new map with water.


EDIT: Holy fuck this ENTIRE rock prop is nonsolid
1716021056330.png