Some big changes to Glassworks last:
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Tried to make last a little less convoluted and more of a straight shot up, while opening the whole thing up a bit more. I also widened the gap at the top of the ramp leading up.
Some big changes to Glassworks last:
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Gave it a "sneaky":
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New basement changes:
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Tried to make last a little less convoluted and more of a straight shot up, while opening the whole thing up a bit more. I also widened the gap at the top of the ramp leading up.
Made a new skybox for the arctic pack. Just putting it to the test before I add the finishing touches.
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It didn't fold into a cube too well, but if the player isn't paying attention it shouldn't be TOO much a problem I hope...
I funny thought hit me when looking at your map - there's a distinct lack of glass on your map considering it's called 'glassworks' maybe put in some rack of glass somewhere? or use that prefab - the one with the conveyor that makes things and have bottles coming out on it or something![]()
Map names aren't supposed to match up with their maps, duh. It's tradition!
Badwater doesn't actually have any water.
Gorge doesn't have a gorge.
You never really go up in Upward.
Badlands is actually a very nice place to play.
Cactus Canyon only got cactuses after players complained, and it still doesn't have a canyon.
-Badwater Basin does indeed have a river basin in the skybox.
-Gorge is set in a gorge between mountains.
-You do go up several times in upward and the final cart elevation is 481 HU above where it starts.
-Badlands is based on the American Badlands which describes the arid regions of South Dakota.
-But you were right about cactus canyon.![]()
Also Well doesn't have a well, Hightower doesn't have any weed in it, Rottenburg looks nice and fresh and Fastlane doesn't have any Eagles music in it.Map names aren't supposed to match up with their maps, duh. It's tradition!
Badwater doesn't actually have any water.
Gorge doesn't have a gorge.
You never really go up in Upward.
Badlands is actually a very nice place to play.
Cactus Canyon only got cactuses after players complained, and it still doesn't have a canyon.
Do I see real-time reflections on that water?
You followed my advice on that when I showed you it during the 72 hr mapping contest?
From me?
Also, that area next to the final point needed to happen. Not too many entrances lead up to the point. Now there's at least a bit more cover in that area. Also, why do I see crisp shadows on the grey floor but blocky shadows on the red floor?
Also 11.550th reply fck yeah
Yup! Dem reflections look so good down there. In going to be super disappointed if I find it is not something the comp players are okay with for optimization reasons.
And yeah, I think the new little side path will help a ton. Trying to make it so it's not to difficult to duck in there from the main entrance (which is now much larger), too.
Light maps have already been adjusted in front of the point since the screenshots were taken.![]()
That your pc is good doesnt say everone else has a similar pc. It could have been 240 fps for normal maps drop to 70 in your test (which you dont see at a cap of 60). Which in such case would be a quite bad result.I also did the same with cubemapped reflections and discovered exactly 0 performance issues. I went from 60 fps (at which I have TF2 locked) to 60 fps between the two.
Yup! Dem reflections look so good down there. In going to be super disappointed if I find it is not something the comp players are okay with for optimization reasons.
And yeah, I think the new little side path will help a ton. Trying to make it so it's not to difficult to duck in there from the main entrance (which is now much larger), too.
Light maps have already been adjusted in front of the point since the screenshots were taken.![]()
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I Am Ready
Why don't you kids take your fancy image editing software and brighten this up...
This crypticness is intense! Nice touch naming the image file "sM2dA9h" (or that might just be whatever image hosting you've used...)
It does appear that with whatever 3D modeling tool you've used, you've taken special care to texture specular-less black onto the model. Here's an example of me using the same trick:
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Either that, or the falloff of the light source(s) is/are quite short.