[WiP] dm_store

Discussion in 'WIP (Work in Progress)' started by Varadero_be, Dec 17, 2007.

  1. Varadero_be

    Varadero_be L1: Registered

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    2 screens of the map I'm working on.

    It's a deathmatch map.

    [​IMG]

    [​IMG]
     
  2. Snipergen

    Snipergen L13: Stunning Member

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    aarg counterstrike boxes :O
     
  3. Varadero_be

    Varadero_be L1: Registered

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    Gimme a nice texture for TF2 boxes... :(
     
  4. Snipergen

    Snipergen L13: Stunning Member

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    do it in brushwork: metal+wood texture if you get what i mean.

    on the other hand, can you post a screenshot from the top of the map? I'd like to see how it looks. Also, make some windows and a nice 3D skybox
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    More importantly, CS materials won't show up for people without CS, and distributing them with your map would make valve unhappy.
     
  6. Varadero_be

    Varadero_be L1: Registered

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    Too heavy. It'll kill my FPS. I optimised as far as possible my boxes.
    Exemple:

    To get this:
    [​IMG]

    I did this:
    [​IMG]

    I'm already working on something you ll see through the windows.

    My textures are not CS matérial. It's TF2 or maybe HL2. So, it gonna work.
     
    Last edited: Dec 17, 2007
  7. Snipergen

    Snipergen L13: Stunning Member

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    mate, those boxes wont kill fps i swear, since its a deathmatch map it wont be too big i guess so really dont worry about your fps!!
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The angling you did of the brushes is entirely unnecessary. If you have two faces with the same material and same settings (like a row of individual boxes touching at the edges) all the faces will be merged into one face during compile.