I feel how every pyro will love thatI made a control point.
I feel how every pyro will love thatI made a control point.
Although it looks good i also have the feeling its slightly overdetailed. Everywhere i look it shows details. That might be because you only made screenshots of focus areas. But its something worth noting as overdetailing has negative effects on gameplay. I just hope im wrong at it being overdetailed though as the screenshots look excelent.Hey, a couple screenshots of my updated map.
With the full optimization (Areapotals, Hints, Model draw distance and etc.), FPS at ~10-15% less than on detailed and large Valve maps.Although it looks good i also have the feeling its slightly overdetailed. Everywhere i look it shows details. That might be because you only made screenshots of focus areas. But its something worth noting as overdetailing has negative effects on gameplay. I just hope im wrong at it being overdetailed though as the screenshots look excelent.
#elitismoverpettyandunimportantthingsI don't understand what all the fuzz is about with the whole page 666 ting. We're at 267... Ooooooooooooooooooh riiiiiiiight #50postperpagemasterrace.
I am curious as to how you plan to get the door working.
Otherwise, looks decent, some directional light coming from the windows wouldn't hurt though.
Detailing Honeyville
Yep, actually plenty of Valve maps do this.In koth_viaduct the cone lights in the spawnrooms are light entities (not light_spot entities) and just above them are disc-shaped brushes with the blocklight texture applied to them. Fun fact.
The most interesting spawnroom i've came up with so far: