@Muddy and I have been working together on Itza, I've been changing a lot of things.
Itza-ctually looking pretty good!
@Muddy and I have been working together on Itza, I've been changing a lot of things.
wip red spawn on pass_cuisine:
red is 'Red Ribeye' and blue is 'Blue Bass'. haven't started blue yet, but it's next. Still don't quite know what all the outside-of-spawn area will be. I was thinking kitchen, and I just remembered there is a sink prop in 2fort.
But you are standing at the exit, so surely you would want there to be bright to attract people to it
I can't help thinking that a few more wallpaper textures would be a great addition to the current library of non-industrial assets in the game. While your scene does look quite nice, my familiarity with the wall textures puts me off because of how memorable they are.
Koth_Fourth is a bit of a mouthful but Koth_Horizon seems a bit over dramatic. Oh well, I'll sleep on it.
Bot tests bore ill tidings for this map's state. I'm getting the feeling it is too narrow and constricting but we won't know until we test it will we. As long as I'm worrying about things it's probably too small as well
I tried to round off every corner but the Interlopers Compile Log courteously informed me if I continued to do that the game would hard crash on load so that's cool.
Am I expecting too much from a map I spent eleven days on? I don't know, I guess I'm afraid the map will be unredeemable and it takes me two months to see that. Fuck! It's Friday night! Happy times! Look! Here's a thing wot I did, yay!
Does it allow you to paint lightmaps?Experimenting with microbrush lighting
The skybox for MvM giza
And how it looks in the map
Definitely nice to see themes utilizing other color palettes through lighting, sorta how Sawmill and Thunder Mountain are both still Alpine themed but look so different from Lumberyard. It's refreshing!
wip red spawn on pass_cuisine:
red is 'Red Ribeye' and blue is 'Blue Bass'. haven't started blue yet, but it's next. Still don't quite know what all the outside-of-spawn area will be. I was thinking kitchen, and I just remembered there is a sink prop in 2fort.
The light setting is somewhat done, the diffirences you mostly notice are the colors for fog. Depending on the direction you look the fog changes color. 1 color is facing the sun and is matching the skybox color in such way you can still see the pyramid shapes well. The other color is for facing away and again was ment to blend in with the background, that color is atm still not the way i want it to be (although its not ugly at least). but again, it uses a color from the skybox and more specificly its clouds. the pyramid in the map itself blends well with it, but the distant sand does not.If there's anything I've learned about detailing in my two years here: lighting sells the level.
@UKCS-Alias, all that lighting tweaking you've done sure is paying off. You're making me want to do a sunset map.