First place winner of the Mercs vs Aliens Major contest
A few notes from the HonC test:
-There's a displacement seam right here:
Just outside of Red spawn. There's actually another one just a bit ahead.
-Add a medium medkit somewhere around here:
All the health retreating from the point is really out of the way and small.
-I thought you were supposed to be the master of clipping.
My clipping could use a little more love on this map.
Thanks for the feedback!
Oh yeah, one more thing.
The ramps leading up to the second floor of the building by the point are really, really narrow and they just feel sort of weird to walk through. Widen or open them up.
The building behind mid?
The one in the second screenshot on the first page, basically.
Gotcha. It's a leftover from when I had to cram it under the old ramp that went up. I'll overhaul it for the next update.
Updated, downloads in OP.
Weird lighting is weird. It's not present on RED's side, only BLU's side is borked. Just look at the way both the lamp and the door are lighted.
All these trees have some weird lighting going on. They're lit as if they're fullbright.
Hole in the wall+some black bar that's not part of a texture. Invalid brush maybe?
Again, black patch of nothingness. Again, invalid brush maybe?
Something's blocking light, but it's not rendered. Same on BLU's side. Also, BLU's side has another prop here casting shadows, RED's side doesn't.
Wall sticking trough roof displacements.
Floor sticking trough ground displacements. Goes for both sides.
Yeah, turns out a semi-rotationally mirrored map is a huge pain in the ass to get right! Woo! Also, brushes at weird angles like to wig out, too!
Thanks for the feedback.
The door lighting is kind of unavoidable anyway if you want it to be dynamically lit. The spawn doors at final in Granary have a similar issue, from the inside, but at least it's an animated prop with what looks to be proper vertex lighting (which is weird because I thought Source didn't do that).
Well to be fair, I found a rogue light that was shining there.
You saw nothing
I have no idea what you're talking about.
Updated to Beta 11, downloads in OP!
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Updated to RC1! Downloads in OP, I'll get some new screenshots up soon!
Skipped posting Beta 12 here because it was just a quick test build, but here's my half assed changelogs anyway:
To answer in order:
Looks like I missed mirroring the clipping on that side for those props, the other side does have it.
There wouldn't be a landing where the wall got blown out. I think it flows fine there.
Yeah I suppose I was a little aggressive with that fade.
Meh, I suppose I could clip it, but I can't see that area really being that high traffic.
Whoops (I swear I fixed that.)
I decided not to expand those side routes to limit that upper areas use a tiny bit. I don't want them to be super high traffic, and that's one way to stifle that a bit. Basically "working as intended."
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