What roof is too thick? What pipes are you referring to?I really enjoy the crisp color palette.
But the roof is still too thick.
Also pipes are using origin point lighting. Maybe you should remove its normal map or something
What roof is too thick? What pipes are you referring to?I really enjoy the crisp color palette.
But the roof is still too thick.
Also pipes are using origin point lighting. Maybe you should remove its normal map or something
Which roof though? Do you mean all the roofs? Also those pipes by the silo are not using a lighting origin.Yes the metal plates forming the roof should be pretty thin like 4 units.
The pipe around the milk jar. but on both sides
Thanks for all the feedback.*snip*
Yes but these roofs in particular.Which roof though? Do you mean all the roofs? Also those pipes by the silo are not using a lighting origin.
Thanks for all the feedback.
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I'm a bit limited with the yellow pipes since they are from Merc park and are both rather specific and swap to low detail rather quickly but I'll see what I can do with them.
- When it comes to the map being symmetrical, I stick to it as much as I can since the map is designed for competitive play and they focus largely on consistency, so even though the detailing is asymmetrical all of the geometry needs to be symmetrical.
-I'll see what I can do about the lower flank path, it's something that I need to address but I'm not really sure what to do with it.
-The reason why I have the large portals at the spawn areas is due to how skybox brushes mess with visibility. There are areas that need to be seen from both sides of the building and therefor have to be rendered. I don't know a ton about optimization but I'll see what I can do with it.
Again thanks for the info and I'm glad you've been enjoying the dev log vids
The flank exists to provide a way past the point without having to go through the point area. The stair exit can be seen by anyone on the point so if someone uses it and aren't invisible, they can still easily be spotted but it gives players a chance to get around a strong defense and means defenders have to check multiple directions while holding the point area. I combined ideas from koth_arctic and koth_coalplant to make something similar but not an exact copy.Maybe just close the lower flank? What was the issue that the route addresses?
I'd be interested in seeing a white texture or perhaps slightly less bright yellow one if it's something you are up for. I like the yellow as well but do agree with some feedback I've received that it can be a bit TOO yellow at times. Someone said they almost look Neon when used in an outside environment.*snip*