Comments

Commented 18 years ago2006-01-21 10:17:37 UTC in vault item: de_spirits Comment #10587
copper, the map Cathedral is based on York Minster (http://www.yorkminster.org/) which is quite local to me, although I did use A LOT of creative license so beyong the basics its not that accurate. I can also see Ripon Cathedral (http://www.riponcathedral.org.uk/) right out my bedroom window, so research was easy :D

Kasperg, the Piranesi paintings are actually the standard textures, the only custom textures are basically the stained glass windows plus a few other bits and pieces round and about (see how many Sega ones you can find :p). Compile was about 9hrs, largely because I maxed out on detail brushes so some detailed brushwork had to be world brushes, and vrad for the lighting took forever.

Thanks for comments :)
Commented 19 years ago2005-05-23 12:25:10 UTC in vault item: cs_militia_pure_b1 Comment #7404
Glad you like it Habboi :)

Militia is by far my fave CS map so really the aim was to get out a remake that did all the things that other versions don't like the lightswitches,etc and get rid off all the clutter from other verions (although we will be recluttering for next version!)

Thanks for taking the time with all those screenshots. A lot of those problems are just quick little fixes - tbh I rushed this beta to release a little bit, mainly because I wanted to play a good militia on source asap!

Most of those things you highlighted I will fix no probs!

The shiny bit of roof and the sewers are both cubemap problems (in the sewers the cubemaps are built for lights on so look a bit weird with lights off you see. I will look into improve this for next version too.

Thanks!
Commented 19 years ago2005-04-20 18:54:43 UTC in vault item: cs_retreat Comment #6918
Yes yes I am already using a blend texture obviously. I wouldn't say I have used displacements wrongly - but as you might have guessed the reason some areas look stretched is because the faces of the displacements themselves are stretched. I am going to edit the displacements to smooth them off and reduce the length of the problem faces and also fiddle around with texture scale (I am thinking of creating a custom blend texture to allow a good low scale without to much of a tiling effect).

I will change the computer prop no problem as yes it does look pretty weird :S

And to better the detail? Do you mean more? or improve on whats there? Any suggestions?
Commented 19 years ago2005-04-19 17:26:57 UTC in vault item: cs_retreat Comment #6869
Thanks Habboi

A lot of people have mentioned the stretched textures and I shall fix the worst areas. The textures are scaled up quite a lot (about 1.45 I think). The problem is if I scale it down to a reasonable size it looks very tiled, especially the grass (its an alpha blend texture aye). But I can definitely fix the really stretched bits on the tall mountain faces.

Can I ask, did you think it looked stretched everywhere, or just on certain bits?

The water under the 'electrical bit' (yes that is its official name) is expensive, I am actually lowering that to cheap so brace yourself!

So far everyone appreciates the layout as ok which is great, means I can just get on with fixing the easy bits. :D
Commented 19 years ago2005-04-19 04:41:57 UTC in vault item: cs_retreat Comment #6851
Glad you all like the look of it :)
Framerate is not to bad - about the same as the official maps.