Quick reminder about that concrete area
This map rocks!
you dont have to use a grass mat you could use any mat but i think your point was there would be no mat on the ground outside the wall so...
what if you mated the out side of the stairs in debugwhite then added a slight blue tinge to it? it would at least make it less notice able.
is it just me or is it boring having the same building echoed 20x in the skybox?
was it ruled out to:
move <blue> over
and extend <black>
One of the best maps I've seen.
Not that my opinion carries any weight, of course. I don't have much experience in these things.
We need a 3d skybox!
Also don't put so much lights in the small rooms make them like the original room in Gm_construct by the spawn it only had 2 lights and it gave the place a sense of incompleteness and abandonment as well did the unpainted plastered walls, like its under construction hence the name Gm_construct.
The rooms with rows of lights are annoying try spreading them out and using less lights
I also want to share my crappy version of Gm_construct i made a long time ago maybe it will give you some ideas
(In my opinion your map is above and beyond my map but i still want to share it :P)
the mirror is not working too well im not sure how much its ment to look like what its reflecting but its not exactly picture perfect and this bug also happens
theres only one spy there :/
THIS IS DUE TO HOLLOW PROPS MOD!!!! ok :)
The mirror's illusion would work far better if it didn't have the top trim. Functionally, the side trims aren't helping either. Also, if it was moved outward into the room you would have a reflection that seamlessly showed the side wall without a big grey doorframe in the picture.
This is kind of irritating.
Last but not least, the walkway over the water is just a tiny bit too low. By raising the bottom of it the full thickness of 1 phx plate the player will have just enough space to be able to sit under it but have their head/gun out of the water.
Edit: Based on the ratings so far, it doesn't seem like a very popular idea, oh well. Removing the post so you don't have to scroll too much to get past it, I do still thing something needs to be changed with that overhang over the water though.
To those curious as to what the suggestion was, here's a direct link to the image diagram i made http://i.imgur.com/qOIyy.jpg
I second the idea of the tunnel in the brick wall underwater, maybe opening up to another area.
Does the white room have map entities covering the walls or entities garry has made in lua?
is it just me or is having the same old lighting scheme (over head lights) in all the rooms kinda boring it is suppose to be construction we should do something different. maybe a different light source (not just model but pos too) possibly something to add to the feel that its still under construction?
flood lights in some places is one possibility but then again not all lights have to be on, could there be some burnt out/broken?
the point is its kinda boring having the same lights to light everything the same way everywhere.
More to the construction feel:
in the apartments, the first floor should be almost completely done but the further up you get it should be less and less done until you have a bare skeleton of walls that still need to be plastered/dry-walled, (in this im also suggesting you make diff rooms in some f the floors instead of open space in all of them and being exactly the same on every floor)
one small bug: while walking up the ladder in the apartments hold space... WTF!?!?!
but so far Great job Highvoltage and Colton Rappe i love the map and really hope it get's implemented in gmod 13; you have my thanks , respect, and awe.
The only thing that would suggest that this map is under construction is the plastered walls, and I only think those are there for aesthetics. Do correct me if I'm wrong, and if I am, perhaps we should make this map seem more like it is actually under construction.