i think the first thing, above any design changes, is to focus on correcting those visleaves. are you using func_details in the right spot? are you using func_viscluster for highly open areas?
Anyway, By randomly blowing up walls with closely packed 100,000 damage TNT, I managed to glitch the vents into being visible from the void. Might I suggest breakable walls instead of non-colliding entrances? Also, since navigating them is impossible without noclip, they're kind of pointless in their current state. I like the idea though.
Why is this like this? It looks god awful.
Why is this hall so damn tall? Why are those light there? Why two of them? Why not use the model used in the mirror room? The fact that the models are clipping more than 50% into the brush makes it look even worse.
More bricks.. How original. Possibly remove those beams or make better ones that would fit with a tunnel theme.
Maybe change up the lighting style to be more consistant, but just turn down the brightness and give it a creepy color. Those lights are so bright that it's leaving a giant glowing circle on the ceiling making it look even worse.
it's still beneficial and should be useful when you're trying to optimize so you can see changes to the visleaves faster
What kid of details? pipes? And more hard to navigate then straight paths? Its not a maze or anything
The there is an breakable entrance, but the exits are like that so you can see that its a way out and not just a dead end.
There are 2 huge visclusters over the map as shown in the pic above.
haven't you been seeing my posts about the optimization? can you offer anything constructive w/ the actual mapping or are you gonna continue arguing w/ me b/c i have qualms with this map?
(User was banned for this post ("Flaming." - Seiteki))
Remember, this is a community project. If there's something you don't like, express it and tell what you want to change.
And the VMF http://puu.sh/nsV9
you might want to do something bout the fact that one can open context menu and right click the doors and the mirror and deleat them
I don't know where the hell this sudden flood of hostility came from, but I'll be back tomorrow, after the anger tornado has found some other thread to annoy.
You can go to the keyvalues of the entity, select smart edit and add gmod_allowphysgun 0. I believe that gmod_allowtools 0 also works to prevent things like the remove tool from affecting things. At least, they worked the last time I tried.
Actually, nevermind- I misread the problem.
And that looks amazing, I might have to redesign the stairs leading from the darkroom to match them.
Looking good! Still not a big fan of the lack of a hole in the 2nd skyscraper but i guess i can live with it.. The tunnel that is pitch black near the dark room should have some flickering red/yellow lights.
I still haven't gotten the dimensions to the bunker stairs either colton.
It's a very nice map and a very good addition to the existing construct, but I have a few problems with it.
1: The underground tunnels are absolutely horrible with no indication of where you're going and are generally horrible to look at.
2: One of my contraptions fell through the concrete floor in front of the large door...thing on the large building. I don't think that should happen.
3: There's no logical way to move up the skyscrapers without noclip as far as I could see. You need to design maps from the perspective that nobody has any idea what it is or how to use it.
Otherwise, I can't wait to see this develop!
Let me know how it goes.
Currently, the vents are way too small and cramped. Vents should be 64x64 units.
Mapped in some example vents into that tunnel vmf
Includes a compiled BSP incase anyone wants to go in and see for themselfs along with the VMF. I think I'm done with this.
When do you think you can release another Gmod 12 BSP, because the Underground hallways are pretty cool.
Other than minor bug fixes, I'm curious as to what Garry thinks need changing/removing/adding at this point.
well yeah, it's just that it's long and it's confusing with the multiple hallways looking alike
I'm currently adding the halls and stairs that BlackAwps posted. Its a lot of work adapting them and the map so that they work together, but so far they are turning out real nice.