Looking really great Blitz!
Tetsu0: you are up and the last guy in the chain for the 2nd pass, so take your time and let us know when your run is complete. After you're done, i'm taking the map offline to optimize for faster compile time and hopefully improved fps(though i feel for the level of detail, the fps is quite respectable at +60 everywhere, and +100 in many places).
Blitz's Edit (BSP added, sky glitches fixed)
Guidelines/Mapping OrderMeanwhile, we can start discussing ideas on how to handle the 3rd pass and playtesting, as Blitz aptly mentioned. We
may want to change the paramaters a bit to better suit the project at this point ;]
Archie: do you think you can post a link to your .rad file, so we can compile with the -TextureShadows thingie? (i guess i could just make one mahself too) ;]
EditI'm starting optimization a little early(hopefully Tetsu0 won't cockblock me too hard with his edit, lol =)), and i'm noticing just how pretty everyone's work is...
I'm nulling unseen faces on
hotdog's highway stuff right now, and i must say, that is some damn-fine brushwork sir.
Great work People!