WiP in WiP, post your screenshots!

Crowbar

aa
Dec 19, 2015
1,455
1,298
nah. I for example, do messy things with displacements
upload_2016-7-14_12-33-23.png

20160714123112_1.jpg
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Still working on pd_idol

dcjqvmr.jpg

Got rid of the old skybox. I liked the blue tone of the other one but the mountain felt out of place
(Ignore the lacking-alpha-channel overlay at your left)

N3rXcdm.jpg

When the capture area is enabled you get this new info_observer, located at the top room of the tower. I thought it would be nice to have a camera over there, but the angle is not final and needs some tweaking

eXqJgGd.jpg

A close up to the overlay of the first picture. As I plan to have 2 shrines or "control points" (One for mayan Saxton Hale, which is placed in this area, and another one for the "head model" one from the pack) I want to have some graffiti pointing where which control point is. I'll make a goofy Saxton Hale one when I start to map the other control point area. I was bored

I also get this white line at the border of the overlay that I can't delete. Any suggestions are welcome!
Don't know why but I think of UT when I look at this map.

I don't even play UT
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
we cant comment on the layout until you've made something we can comment on :/
 

TMB

Banned
Jun 7, 2015
821
323
we cant comment on the layout until you've made something we can comment on :/
no, you understand me bad... i dont wanna your opinions about the layout, i want your opinions about the locations of the important things...
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
the locations aren't important, it's the way things connect to them

we need to see the arenas, chokes and flanks to know if the locations are good
 

TMB

Banned
Jun 7, 2015
821
323
the locations aren't important, it's the way things connect to them

we need to see the arenas, chokes and flanks to know if the locations are good
.... well, thats..... could be my problem... maybe....
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
I made a post in your Ixem thread that gives a good way to think about designing a level
here
 

Egan

aa
Feb 14, 2010
1,378
1,724

I hope that bridge doesn't seclude last too much, cause it looks like it might be a bit hard to attack if the only flank involves throwing yourself into a pit. Maybe have a smaller / less powerful side route to the right for blue? I drew maybe the low route also meets up to the right side IDK what your plans are though:
QctqDrf.png


Also maybe make that side area or some area on the map on a 45 angle because angles are cool.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Does anyone know how to increase draw distance?

I have a large area of detail, so it's a fair distance from the main game area as not to distract from gameplay.


However, because it is so far away, it does not draw when looked at head on, only when seen at a slanted angle. I'm not just talking about the models. The displacements, brushes, and water all have this happen.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
Does anyone know how to increase draw distance?

I have a large area of detail, so it's a fair distance from the main game area as not to distract from gameplay.



However, because it is so far away, it does not draw when looked at head on, only when seen at a slanted angle. I'm not just talking about the models. The displacements, brushes, and water all have this happen.
if you mean in game, you could make it part of a 3d skybox.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
You mean in hammer? If so:
tools -> options -> 3d view -> back clipping plane

If ingame i think its on the env_fog_controller and called 'Far Z clip plane'

Also, when its at such range you dont need that many cubemaps. 1 would be more than enough.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
You can go beyond 10000 limit using regedit but I don't really know how exactly, talking about Hammer's.
 

TMB

Banned
Jun 7, 2015
821
323
I made a post in your Ixem thread that gives a good way to think about designing a level
here
btw, now what? you said that i cant start with a blank space and try to add stuff... so, now i have to restart the map again??