pl_hoodoo [Final release]

YM

LVL100 YM
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Dec 5, 2007
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pfft did I say that area was finished!? Nope :p

hopefully with the proper compile the track will light properly and the cracks in the displacements I'm not worried about yet I'm still shifing them all over the place
 

MangyCarface

Mapper
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Feb 26, 2008
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Looking excellent of course. Only complaint is that red is a little too saturated to be slapped on top of the blue/grey metal. Try one of the lighter reds; anyone trying to paint that surface would try a patch with only 1/2 coats rather than the 4 or 5 it would take to convert to the current paint color on top of that dark metal surface.
 

Nineaxis

Quack Doctor
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May 19, 2008
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I see you went with the hydro sky after all.

Looking great, no surprise.
 

YM

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whoa, just checked out some stats and this thread has had 60 more replies and 2000 more views than the thread for cp_bloodstained.. and hoodoo isnt even playable by the general public yet!!!

(uploading ..pretty_stage_2 to our server now, its taking a while its quite a hefty file and damn does it look beautiful with all the nice new vrad settings I know about ^^)
 

YM

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They did help, no nasty shadows underneath (just a slightly darker patch) and the track is lit perfectly smoothly, I can't see a single join ^^
 

YM

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84.45.84.166:27015 for anyone who wants to see it, unfortunately the config files just arent working and it changes after 3 points so you can't see the end of stage 2 but then its more a showcase than a playtest :p
 

YM

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I'll be starting tweaks on stage 1 and 2 and properly working on stage 3 tonight.
 

Chilly

L6: Sharp Member
May 3, 2008
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Looks incredible, Youme. Excellent work. :D A few questions/suggestions...

plhoodooprettystage2000pb2.jpg


Is the sign going to have something on it? Right now it looks out of place.

plhoodooprettystage2000zb1.jpg


There's a black gap in your rocks, just above my crosshair. Not sure if it's a displacement issue or just the lighting, but I figured I'd mention it.

plhoodooprettystage2000sg2.jpg


This is up the left side of the building, immediately past the cart on stage 2. You can even see a checkpoint if you jump. Obviously it's just a small chunk, so a single wall coming off the back of the building would work fine.

My only other suggestion is one I've posted before and I'm not sure if you're planning to do it or not. During stage 2 you can start walking out of the attacker's spawn back toward stage 1. Obviously you have a player clip there, but it still feels unfinished. A small fence going across each side or even a "No Trespassing" sign in the ground on either side would really complete it IMHO.
 

YM

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Yeah somehow I managed to completely forget to add those fences in.
And that sign should have an arrow on it but it got lost when I made the brushes func_detail (it changes the brush numbering for some stupid reason which breaks overlays) and I didnt realise before I did a 3 hour compile...
 

YM

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because it was a final compile, I did all the fancy light things, -final and -bounce 20 (will do 40 next time)
 

YM

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plhoodooprettystage3trud8.jpg


I managed to take the screenies so it hides all the horrible dev textures so it looks like I'm practically done, which I nearly am, but theres still a lot of things that are left to do.

Who thinks I can top dom_complex for downloads? :p