Now that I've started college its going to be harder for work on this then before but I'm going to tackel the cubemaps next. I'll have to find a balance between having enough cubemaps to make the map look good and not having a massive file size from them.
I'd also say turn down the brightness, because the floor outside has basically hit gamut
Thats also on my to-do list, I'm going to mess with the HDR first to see if it helps.
Also some very minor points but if you want this good enough to ship for retail, maybe do something about the visible seams in the skybox mountains:
(To the left of the Mossman balloon. I fucking love that there's a Mossman balloon)
Thats going to be a bit of a pain to do because I didn't make the skybox, but I'll have a go at it.
Also this decal is clipping onto a brush that sticks out, so maybe move it right a bit
I don't think if your tagging a wall that you would care if it wasn't a perfectly even surface.
A couple of other suggestions:
- Change the skybox so that instead of a gradient, there's a solid colour and then set skybox fog to that - the mountains when fogged are a different colour to the skybox, which looks terrible
The skybox texture and fog was Garry's doing and as far as I know he doesn't want it changed so it matches flatgrass.
- This is a pretty big one, but I was thinking maybe you could have a button near spawn that cycled citizens patrolling? So have a button and make it onpressed npc_citizen startpatrolling onpressed npc_citizen stop patrolling, meaning if you spawned a bunch of citizens you could then press a button and just have them randomly walk around, which is nicer than just having them stand there and not do anything. However that's a pretty out there suggestion and might not fit with the desired simplicity of the map.
I think that should be up lua coders on not something that should be included in the map, I don't think it would be easy to implement anyways.