Discussion in 'Mapping Questions & Discussion' started by Engineer, Jun 1, 2009.
Look at those track connections, they could have made them a bit professional
Not a big deal, If you look hard enough you will find that most (all) valve maps have small errors like that...
It's a little lazy but it's acceptable imo.
What Ravidge said.
Not that I'd demerit you for trying to point it out but I haven't really noticed that before.
Now, stupid shit like taking Bonk and being pushed back by a sentry over the top fence of the buildings to find that there's NO CLIPPING over the fence, however, is a worthwhile error to mention
I'd like to see your more professional tracks
i also noticed those tracks quite early, but what caught my eyes first were sever unclipped areas or models with vphysics turned off, like the stack of tires in the corners of the 2nd stage
Since there's a very limited supply of different track pieces, it's virtually impossible to get them perfectly fitting together all the time. Sometimes you just have to fudge it.
That sniper was pinned on a cart i guess?
All the valve payload maps have "sloppy" tracks. Seeing as they have the resources to make new size track pieces themselves easy enough, I've always believe it was done on purpose as part of the theme, the track just being installed sloppy and stuff.
Or they know better than to obsess about it. As people actually playing the game won't be looking that closely at the tracks anyway.
Exactly. Most all games have this kindof stuff. Devs don't have time to fuss over every little detail, they are typically on tight schedules and budgets and have TONS of work to do.
So I think they are completely 'professional' as that's how the professionals do it.
However hobbiests usually have as much time to devote to their maps as they wish (contests would be the rare exception to the rule).
It's the same with their models. I used to try and get all textures on my models perfectly aligned and whatnot. But look at alot of Valve props.
The soldiers rockets (same a sentries) have some really bad tex stretching, the first alpine trees had some horrible spots...
But only mappers or modelers notice. Everyone else is to engulfed in the game, killing and trying not to die to notice or care.
Considering vavle made the models thats no real excuse lol. Infact someone made an entire new track model set on here which i plan on using
that would be me. i'm going to pop out a few more, i think, now that the PLR contest is happening. i'll do some variations of just the rails, with no ties.. so people can custom build their own switches and such, or whatever else you might want the convenience of rail pieces for... and i'll take requests. no slopes, though, unless its something specific. if i start doing up/down pieces, i'll have to make hundreds just to cover the basic combinations of up/down/straight/turn with different radius and etc etc..
Thanks demon , I may have a request for ya, but ill put it in your model thread.
It's worse on stage 2 of pipeline. Right as you enter the tunnel they're off by a few in game inches.
While i agree with the comments posted...if it doesn't slow down the game...who cares. I love PL_Pipeline just the way it is.
Very few of the stairs in pipeline are clipped, and in the second stage that fence near the entrance to the back route has the player clip a few metres in front of it, aswell as a few visible nodraw faces.
checkj out the scout in the second shot he looks like a real person!
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