I wonder if normal players would not see it as ice and instead never use the area with this texture?
How can someone not see this as ice.
Granted, if I make a cube with this texture it's not ice, but some clever brushwork should do that trick.
I wonder if normal players would not see it as ice and instead never use the area with this texture?
any screenshots?
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(Are areaportals/other stuff important for an alpha?)
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YES IT IS. (consider these 3 words flashing brightly to instantly grab your attention)
Optimization should be done from the very first alpha release (heck you should consider it before you've even made the first brush in Hammer). It ensures that people can focus on the map and how it plays and give feedback about that rather than giving feedback about nothing other than terrible frame rates.
It doesn't have to be perfect from day one, but it should at least be done. I've seen too many maps, even on TF2maps.net servers where early alpha maps are downright unplayable because of very poor (or sometimes lacking) optimization all over the map. One area is doing fine and suddenly you're at 10 fps because the engine tries to render the entire map.
I absolutely disagree. Split up the outdoor portions of your maps properly like any official maps do, having sky blocking above it and no sights from one side out to the other, then make sure you're doing a normal (not fast) compile or at least vvis.
FPS will be fine even on the lowest of computers, visibility is way more important than areaportals, as without proper visibility set up your areaportals won't do a hell of a lot.
How is the big yellow YES IT IS thing different from this post? He said area portals/other stuff, and by other stuff I think he means splitting areas, sky blocking, hinting etc, basically every crucial thing about optimization.
How is the big yellow YES IT IS thing different from this post? He said area portals/other stuff, and by other stuff I think he means splitting areas, sky blocking, hinting etc, basically every crucial thing about optimization.
I'm back, made this map in around 2 and a half hours, lighting and prop clutter still needs to be done before im happy with it, but here's a sneak peak of mid
*red, not rep