I like it!
Really? 3 disagrees? Garry's isn't a good person... He is AWESOME!
I agree about that, but the windows should be smaller from the way you put it(not to troll or anything).
WOW! Its looks awesome. Keep up with the good work.
One of the most annoying things to deal with that has put our tunnel system development to a crawl is that the displacements wont sew together, at least not in any easy way. Up until a point where they just dont want to work at all, so I might have to re-do some displacement work just to get the tunnels going.
We have had a couple people volunteer their abilities, some with some amazing promise, but no word back from HighVoltage on what he thinks about it all.
"Work should continue soon. Further map changes will be noted as soon as possible." is not a good example of a changelog entry.
It seems a lot of the problems are caused by the using the existing map, this maybe to much to ask, but have you considered working from the ground up? Like completely starting again, it might take a while but it might fix a lot of the problems you guys keep having.
One thing I find people liking about maps: Make it pretty.
This seems like a redundant suggestion; "Well, duh, that's the whole point of commandeering this thread."
I mean, close your eyes, open them, then look at the map. Just look at it like a painting, not as, "Oh, it would be more useful... convenient if this were this way, or this door was here..."
Is it pretty? Can you honestly say you'd like to stare at it while working for hours?
Don't make things so blank and empty for building. I'll give an extreme example: flatgrass. It's all for building, but you'll get bored in twenty seconds.
Don't make it too crowded. Then it's a map from CS:S.
Make it in between: make a few places that can be used for, say, RP, or just sitting there working with an Expression 2.
Make this map your home; make it completely useful for any purpose, including eye-candy.
Working on getting a compilable screenshot of what the tunnel system looks like in a 'rough' state.
I am also livestreaming again, but I am only doing it for informative reasons so people can give suggestions during the development process, not overtly-critical critisisms, if you want to direct Critisism, be as constructively helpful to get the problem resolved, not just make us upset.
It will go live when I do a runthrough of the map as it is.
Paimail, a member of the livestream chat volunteered some time to see if he could fix up the displacements not being sewed properly and also causing leaks galore in the map for the new tunnel system, if he succeeds in the next 2 hours before I go to work, I will commit it to the Official Dropbox Branch of the project.
Paimail has encapsulated the tunnels in nodraw brush to prevent world-leaking, it is being designed so the displacements can have some lee-way with making the tunnel seem more organic rather than a shaft painted with rock texture.
Going to do a compile to see how everything goes.
Encountered more leaks in the un-sealed tunnel system areas, currently working with Paimail to fix them quickly before I head off to work in 25 minutes..
Still sealing off the tunnel displacements...
Going to merge the tunnel system seal changes from Paimail tonight after I get home from work. After that, I will do some more tunnel support beam work, and post a video recording of it all.
We have another community member "re-doing" the brushwork of the main areas of the map; as HighVoltage put it. We will merge the tunnel system changes into the aforementioned changed branch once it is ready.
After we merge the tunnel system, we will attempt to merge the 'new' skybox made by Stinger21.
Btw, Stinger21 is the community member that helped us with the tunnel displacement sealing earlier today.
So many edits
Suggestion time go!
I like water cuz i fetish :3
Err. I would appreciate lights in there ; I'm not a design expert, but in the upper left and right corners long lights is something that would fit in there.
(like the portal 2 glass lights/light strips)
Meanwhile, it would be awesome to see if Garry would'ave updated the waters.
(Not gonna request, I'm a lazy bum)
Also, what about the "Lamps" in the buildings?
(these where there is no lamp model but there still is light emitting from the wall)
NOOO NOT THE RAINBOOOWS
I saw gm_contruct_13 on the workshop. Does that include everything? (A while back, you released like 8 maps of gm_construct_13, each one had a different thing.)
Speaking of which, did any other people make edits for that and never posted them? Only a few people actually submitted their work and not many more posted about them.
I posted my edit but everyone hated it :(
Wait till the morn and I might post the VMF's of my unfinished attempts that I posted a few screenshots of. Maybe they will help someone.
You should use this skybox, it's really cheery and could improve the overall aesthetic of the map. Suggested light ent settings are included with the zip.
Cancel that for now, its taking way longer then I would like and I need sleep.
After I get home from school and before I have to leave again I'll start the compiler and hope it doesn't crash while I'm away.
I might ask the same.
A friend of mine is working on a map for our gamemode.
May he use this skybox too?
Make sure HDR compiling is actually enabled, and if you experience crashes it's almost certainly because of VRad being limited to 1.5GB of ram by default.
A fix, if you will: http://dl.legend286.co.uk/vrad_LARGE_ADDRESS_AWARE.exe
Just use that to compile instead, place it with the regular vrad and edit your advanced compile options accordingly.
Did you downscale the light maps? The picture combined with the crash looks like this.
Apparently every surface in that part of the map had a light map scale of 4, when I originally only had the surfaces with the skylight light on them set to 4. I'm fixing that then doing a compile with Legends settings now.
Cancel that again, Legends vrad crashed on me.
Going to bed now anyways, will continue work tomorrow if I have time.
You will have to upscale them. You can split surfaces, so you can have a low scale light map where the shadows are casted, while you can have a high scaled one on evenly lit surfaces.
I love how it's turning out! Hope it keeps getting better but has anyone though that the clouds should be actually animated? If anyone has seen gm_flatgrass13 knows what I'm talking about but if you haven't... Try to find some videos about it because animated clouds would be epic.
This always brings a smile to my face
Sorry guys but I have plans with my family tonight, my prom is tomorrow, I'm going to be hungover Saturday and I have more family plans Sunday. So I'm not going to have much time to work on the map until Monday.
Happy birthday :)