Forum posts

Posted 17 years ago2006-10-07 21:16:50 UTC
in Kasperg Projects! Post #198851
Closeups of the materials.

http://img133.imageshack.us/img133/341/redetail1ug2.jpg

http://img132.imageshack.us/img132/7396/redetail2ny0.jpg

http://img90.imageshack.us/img90/1549/redetail3jl6.jpg

And a picture from the film, showing the color scheme I was inspired by.

http://img243.imageshack.us/img243/1092/redetail4ep7.jpg

I'm having problems with how water looks. My Radeon 9600 XT seems to refract the water much less than what my geforce4 Ti 4200 did before. You have to get really close to the water to notice it's actually there :(
Posted 17 years ago2006-10-07 20:54:03 UTC
in Kasperg Projects! Post #198844
I resized them because I initially thought of posting them as images.
Here's a full-res version, although that's how it looked yesterday.
http://img84.imageshack.us/img84/103/renovatio1rl9.jpg

It also reminds me of FEAR a bit.
Posted 17 years ago2006-10-07 20:41:36 UTC
in Kasperg Projects! Post #198842
I know I should've released a beta dm_suspended beta this weekend, but something has kept me away from the map.
Those who have seen Michael Bay's "The Island", might remember the facilities and the mansion seen in the film. Using the latter as an inspiration, I created a couple of concrete materials and started a Counter-strike: Source map (yes, you read it correctly! :o)

The minimalist style of the house might make it seem blocky, but I will try to compensate with lighting, some props and material effects.

http://img101.imageshack.us/img101/2475/renovatio2lo3.jpg

http://img154.imageshack.us/img154/6673/renovatio3bd6.jpg

http://img132.imageshack.us/img132/9655/renovatio4pq2.jpg
Posted 17 years ago2006-10-06 16:19:34 UTC
in Looking for a name for my mod Post #198737
If you want it to be comical in any way, a good title could be "Not Another Black-Mesa Mod".
More tips about the plot would be good if you want a serious suggestion for a title.
Posted 17 years ago2006-10-04 08:53:45 UTC
in A Public Service Annoucenment Post #198476
Another example of how hard it is to leave this site forever.
Posted 17 years ago2006-10-04 05:42:16 UTC
in Half-Life: Uplink Extended Post #198449
Maybe some lines marking paths would do the job. For extra good looks, you could choose a different lab floor texture from the same set for the main pathway.
http://img219.imageshack.us/img219/593/uplinktrimib3.jpg
Posted 17 years ago2006-10-03 18:21:17 UTC
in Doing maps for clans. Post #198418
The real world is huge, the imaginary world is infinite. There will always be a source for inspiration somewhere.

I plan to map for money in the future. Real buildings, of course.
Posted 17 years ago2006-10-03 17:57:23 UTC
in Half-Life: Uplink Extended Post #198412
Now that you've nailed the ceiling structures, are you going to modify the floors a bit? The upper parts of the screenshots look so good that the floors feel empty in contrast. Some trims around the pillars, or maybe just one of those Black Mesa Laboratory logos would look cool.
Posted 17 years ago2006-10-02 17:51:36 UTC
in Video! Steamball/xbox360 model Gib test Post #198319
I know I will like it, although Akira wasn't as good as I expected after many years of waiting to see it. I usually like Miyazaki's films more than other anime movies, because in my opinion they are more vibrant, colorful, they have the greatest soundtracks and the themes are more human and meaningful than most anime stories.
Posted 17 years ago2006-10-02 17:25:43 UTC
in Video! Steamball/xbox360 model Gib test Post #198316
You've probably used them before, but yesterday I made my first working func_dustcloud and set up my first env_steam with heatwave effects.
I trust you will use those entities in the map.
I wish I could participate, but I would need to see the film first! :D
Posted 17 years ago2006-10-02 16:59:02 UTC
in Video! Steamball/xbox360 model Gib test Post #198311
It looks nice. How many more Steamboy models are you planning to make?
Posted 17 years ago2006-10-02 14:40:09 UTC
in Music in games. Post #198299
i believe music can easily ruin a scene. Instead, (like in Turnstile) music is played to introduce each new area with a big fanfare of ambience and art-like mapping. Once the gameplay elements fall into play, the music is done...
I have to mention the first "Tomb Raider" soundtrack again. Little music throughout the game, but when it played, it was perfect. I haven't heard any other videogame soundtrack that matches the game like that one.
Combined with silence, footsteps and creature sounds, it had a great atmosphere.

Final Fantasy and Dragon Quest music is cool too. But when music is used ALWAYS, it becomes a bit less special.
Posted 17 years ago2006-10-02 13:13:55 UTC
in My next map: Invasion Post #198292
The first pic looks the best. Since source textures are so much more detailed, you need more detail to get rid of the emtpy feel.
Posted 17 years ago2006-10-02 09:28:41 UTC
in Can someone please optimize my map? Post #198276
its just a REALLY tall box that everyone places in that teleports to smaller rooms. But when your at the top of that box and your looking down thru the glass you have to break, it gets REAL laggy
First problem: the type of map you are making is a huge killbox. No way to optimize that I'm afraid.
Second problem: each time there's a layer of glass, the engine takes a performance hit rendering everything behind the glass. In this case, you have multiple layers, so the effect is multiplied.
If we add the 13 barrels, 8 apc wheels, airboat, 4 ragdolls, a ship and lots of weapon models, the effect must be pretty bad indeed :(
If you do things the engine wasn't meant to do, you're bound to run into problems.
Posted 17 years ago2006-10-02 05:49:46 UTC
in How do you delete an NPC? Post #198265
Unless you use a trigger_push or an invisible func_conveyor, I don't know how you can make an NPC move faster/slower.
Posted 17 years ago2006-10-02 03:40:35 UTC
in Kasperg Projects! Post #198263
Bump:
New videowalkthrough >> http://www.youtube.com/watch?v=6JbPTW3AwYs

In this version, I have tried a combination of white concrete for walls and the blueish concrete for the big ceiling structure. I think some walls need more decals now that the texture is so clean.
The brown plates seen in the ceiling are now magnetic, and you can use them as traps leaving a physics object there so that it falls some seconds latter upon a distracted player.
Posted 17 years ago2006-10-01 21:38:41 UTC
in Doors! Post #198247
Give us a tiny hint about the project and we might be able to give you ideas on what kind of doors could look right in it.
A couple of weird ideas come to mind.
-A door that instead of having moving parts, simply desintegrates while you cross it (this would be done with env_renders etc)
-Or a door that launches a beam at you teleporting you to the other side without physically crossing the doorframe at all.
Posted 17 years ago2006-10-01 20:20:40 UTC
in Custom Sounds Problem Post #198237
I know I shouldn't ask, but are all the flags set correctly?
Posted 17 years ago2006-10-01 19:45:21 UTC
in Xyos projects! Post #198231
I have been tempted many times to map something similar to the flying island in "Castle in the Sky" or "How'ls Moving Castle". Modelling is a required skill to pull off these anime themes, as they have a lot of mechanical parts that look organic.
Posted 17 years ago2006-10-01 19:23:24 UTC
in Xyos projects! Post #198228
I think the room in which the model is placed looks like a test room. What type of architecture will the real map have?
Posted 17 years ago2006-10-01 17:48:53 UTC
in Music in games. Post #198220
Luckily HL2 supports mp3 files :)

Remember we discussed this in December?
http://twhl.co.za/forums.php?action=viewthread&str=tomb+raider&type=1&pg=1&id=9871
Posted 17 years ago2006-10-01 04:43:27 UTC
in Kasperg Projects! Post #198157
The basic theory is that a room with 3 colours can look good, but you wouldn't paint every single wall in your house a different colour.
The thing is, we are not talking about "a room" here ;) The area is bigger and is a combination of different pieces. That's why they are textured differently, while still having a colour code I have already mentioned and which is similar to the original HLDM map.
There are smaller rooms in the map, and texturing is much more limited in them. A big area with strict texturing looks... bad! Unless we are talking about a unified area (a public building etc.)

edit:
I'm inclined to my opinion on a map and nobody can stop me from putting it out there.
And so can I, as far as I know. Specially if I've spent more time looking at the map in question.
Posted 17 years ago2006-10-01 04:24:09 UTC
in Kasperg Projects! Post #198153
I'll make more experiments with lighting.
I have one question though. When people say 'textures don't match' or 'textures clash', what does that exactly mean?

There seems to be an preconceived idea in the level design world that says a map should stick to a certain palette (yellowish de_dust, greenish de_aztec, blueish datacore etc). I'm not sure I think it should really be such a closed issue :confused:
In my opinion, it gives maps a very forced look. For example. My maps Guardian, Sandscroll, Tinnos etc. have the same palette throughout the map, because they are temples built with the same materials, same style etc. Places where the "virtual architect" of that world had the time to think about it.
In an abstract generic-industrial area like dm_suspended, I don't think matching textures is a need. I see the place more like an arena designed to combine a set of structures that were close together. What do you think?
Posted 17 years ago2006-10-01 01:58:43 UTC
in Kasperg Projects! Post #198151
Thx.
Sadly I can't change the lighting because:
1)I went through a lot of trouble to create my 2D skybox, Although the cloud tone is magenta-purple, the light in the 2D images matches the sun angles I chose for the light_enviroment.
2)The lightmap grid adjustments were also done according to the sun angle.

The problem with the argument was that a mapping discussion deviated to personal accusations. My intention was to prove my view of those mapping aspects vs. some of the observations I did not agree with. I did that in a questionable sarcastic matter, yes. But not in a silly or hot-headed way. If you read the first posts again, it won't be hard to spot what set me off.
The intention was always to defend my point of view. The first "suggestions" given to me weren't exactly polite tbh.

:|
Posted 17 years ago2006-09-30 19:19:21 UTC
in Brushopolis, coming to a server near you Post #198127
WCD: with the 2D skybox you are using, the Light_enviroment should be a tiny bit more blue. Otherwise it's looking pretty good. Reminds me of the city seen at the very end of Matrix Revolutions!

Edit:
User posted image
Posted 17 years ago2006-09-30 16:53:05 UTC
in Brushopolis, coming to a server near you Post #198115
Stretching textures does help. In HL1, the lighmap scale is usually given by the texture scale. If you stretch them, RAD will make less calculations because the lightmap grid is "bigger".
I don't know about the hint brush. It's hard to get them to do exactly what you want.
Posted 17 years ago2006-09-30 16:41:23 UTC
in Kasperg Projects! Post #198111
I'm not sure, I have some university work due for this week, so I think next Saturday might be good for playtesting. If the gameflow is anything like the HLDM version, I think it will be fun. I'm not really a good HL2DM player to be honest. I've played online like two times (once in dm_lockdown and and another time in dm_overwatch. Maybe I tried dm_underpass, I'm not sure)

Edit: yet another colour scheme:
http://img525.imageshack.us/img525/8981/red1zk4.jpg
http://img525.imageshack.us/img525/8356/red2cc1.jpg
Posted 17 years ago2006-09-30 15:52:13 UTC
in Cubemaps and Custom Textures Post #198107
Xyos beat me to it!
Posted 17 years ago2006-09-30 13:20:28 UTC
in Kasperg Projects! Post #198102
You could also say that it looks much more plain and empty, and wouldn't really be wrong either.
As you can seem almost everything is valid with such a map...
Posted 17 years ago2006-09-30 12:47:56 UTC
in Kasperg Projects! Post #198100
I don't mean toony in a literal way. Even in a real-life playground, textures would still be grainy and have noise.
As for models for the theme, they are not necessary if the theme is abstract. That was the whole point of the original HLDM version. This one has better lightmaps, decals and an industrial skybox, but I still wanted it to be undefined. In a singleplayer map, you need a story. In a CS map you also need some sort of story. In HL2DM, you need a good layout, good looks and lots of fun.
Posted 17 years ago2006-09-30 12:38:23 UTC
in Kasperg Projects! Post #198098
A dm_suspended_vanilla version :D
http://img165.imageshack.us/img165/9654/vainilla1bl5.jpg

The toony feeling was part of the map. As Habboi said some weeks ago, it has a playground feel.
HL2DM is, after all, just a game. I didn't have to be ultra realistic when mapping for DM, so I think HL2DM doesn't need a Counter-Strike look either. What's the point of making a map if it's going to look like the rest?
Posted 17 years ago2006-09-30 12:23:03 UTC
in Kasperg Projects! Post #198093
Ok, I also agree the blue texture needs to be redone. It's the only 256x256 texture of the lot, and I was going to change it soon. I thought you guys meant the problem was the colour, not the texture itself.

About the lights, I don't know how to change the colour of the model, and that's why most of the lights are yellow. There are other red lights and the combine spotlights have a blue-purple hue.
The problem is, while you think different light colours would work well, someone will come around saying that they will feel forced and random. The same happens in university when you have 2 different teachers for the same subject. They sometimes contradict themselves.
At the end of the day, you need to stick with one of the contrary opinions.
Posted 17 years ago2006-09-30 12:03:24 UTC
in Kasperg Projects! Post #198090
Updates: In this version, I have changed the blueish concrete for a white HL2 texture. The orange sand is now one of those yellow grass textures.
Even if it doesn't look better now, it's kind of fun to see how much the map changes with only 2 texture replacements. I could try 100 different colour schemes and there wouldn't really be much of a difference.

http://img168.imageshack.us/img168/3127/xpic1ul2.jpg

http://img156.imageshack.us/img156/4540/xpic3ba5.jpg

http://img177.imageshack.us/img177/3773/xpic4dp8.jpg

Right now I'm compiling a version with different env lighting.
Posted 17 years ago2006-09-30 11:18:50 UTC
in Kasperg Projects! Post #198085
I have considered peoples advice and I have given my sensible reasons of why I don't agree with the proposed changes.
Pushing your personal view of a map into the author once he has already discarded those particular changes is not really as helpful as you might think. That's why my next replies had sarcasm. Because my normal answers weren't enough to make my ideas understood and defend them.
When the map is being called "random" "bland" and "empty" after so many hours of work (and you know it in your heart to be wrong statements), you don't usually answer: "Geez, how did I overlook that? Thanks for your fantastic input. I will destroy all the lightmap grids I have so carefully tweaked, redo all those custom materials and maybe even put your name in the map"!
You guys have known me for quite a long time. My objective is not making a map "as good as it can possibly be". I just want to make it as good as I can without having to suffer or spend more time than I feel the map deserves. :(

@Habboi: I'm going to compile a version with a different sand and see if it helps or hurts the map.
Posted 17 years ago2006-09-30 11:05:45 UTC
in Kasperg Projects! Post #198080
Strider, your not discussing what you just quoted!!
No one attacked me until now
No one attacked your map
Posted 17 years ago2006-09-30 10:57:01 UTC
in Kasperg Projects! Post #198075
I sorta assumed you have a 'Projects' thread to get other opinions, criticism so you can make the map as good as it can possibly be
Yes. And I've had a lot of useful input from a lot of people in my "Star Trek" mini mod, some great ideas for "Carceri", criticism on "Sandscroll" etc.
No one attacked me until now.
Why do me, Trapt, ZombieLoffe and Ant all have a similiar opinion here towards this whole event, could it be we all hate Kasperg? No fucking way.
I hope not! :aghast:
With a map like dm_suspended, in which the architecture and the theme are so random, anything goes. It might just be that we are all right and there are infinite ways to do this map.

I haven't seen many of Zombie's maps, but the compo entry was quite good to be honest.
Posted 17 years ago2006-09-30 10:50:45 UTC
in Kasperg Projects! Post #198068
It's because the work is of poor quality and he retorted with sarcastic insults. Check out his compo map. I gave him a decent wrap for that effort
We have a very different view of quality. What's wrong with my compo map? I think it's pretty good for 11 days of work (<< you might read this as arrogance. But it's just a fact).
And studying architecture for more than 3 years gives me at least a little bit of room to choose my texture schemes and brushwork without being consider thoughtless and random. After all, my future is in the world of architecture, not level design.
More like "kasperg replies with sarcastic idiocy and excuses and expects people to love him for it".
Loffe, you weren't paying attention to the thread. My first answer was polite. The second one had the sarcasm.
Posted 17 years ago2006-09-30 10:43:12 UTC
in Kasperg Projects! Post #198060
No, I'm fishing for putdowns, insults and any other kind of attack on me and my work :roll: (sarcasm again!)

Ant wanted to start an argument with this sentence, all I did was reply.
And don't try and give some excuse about the fact the Source uses props, because all modern games use props
Obviously, I interpreted this as an attack to my weak point: The fact that I haven't gotten around to modelling and rely a lot on brushwork. I didn't make a single model for Fallingwater, but I'm still getting emails from architects over the world (<<if you want a bit of my pride, there's some of it).

Anyway, this is sort of what happened today:
-Trapt says it's horrible
-Ant agrees and adds why.
-Kasperg replies and explains why things are the way they are.
-Ant insists.
-Kasperg replies with sarcasm
-flamewar against kasperg begins.
Etc.
Posted 17 years ago2006-09-30 10:30:06 UTC
in Kasperg Projects! Post #198053
I don't care much for your ... maps in general.
Ahem... no comment ;)
SnarkPit fellas may like it, but the vast majority of people here DON'T. That's gotta be telling you something, right? I wouldn't completely ignore a whole communities thoughts on any map.
The vast majority. Hehe. You started to flame the map with your comment, and anyone who has any feelings against me will jump into the same train. I wouldn't consider that a vast majority. But if you feel happy thinking that way, good for you. You are drinking your poison and expecting ME to die. :)

@Zombieloffe: that's what I said I'm going to do some posts above.

@Exos: thanks. Finally some tips that make more sense and are not thrown out like an attack.
Posted 17 years ago2006-09-30 10:19:00 UTC
in Kasperg Projects! Post #198047
They have mentioned what needs improvment
They have mentioned what they feel needs improvement. I have answered why I feel it's not correct.
I have already said several times that I have to add other props. And I'm sorry, I can't make something better when it's as good as I can do. I can't make the lighting better if I feel I can't do better than that. Is that so hard to understand?
I'm not just trying to find new reasons to argue. The fact is I have those reasons. They are the reasons that made the map look like it does.
And stop talking about my pride. I haven't argued with anything other than mapping arguments.
Posted 17 years ago2006-09-30 10:11:43 UTC
in Kasperg Projects! Post #198045
Trapt, trapt. You are mapping for a mod team, I know that. But the only things you show us here are maps like your compo entry. I don't care much for secret maps.
and the only reason you post screenshots is so everyone can suck your dick off. Indeed, you're not as good as most people think, and you're not as good as most people say, and you're not as good as YOU think you are.
It's interesting how you claim to know my motives and how you claim to know how good I think I am. I congratulate you on your telepathic powers. (You see, it's impossible not to be sarcastic with the kind of comments you post!) :D
And yes, you need a new screen. Evidently, everyone agrees with me so far.
Some people in The Snarkpit (who don't have me in an imaginary pedestal like you do) have said the lighting is good. Argue with them If you wish to.
Don't lose your temper. You need to have a brighter attitude in the forums . Maybe with a touch of blue ambient ;)
Posted 17 years ago2006-09-30 10:04:10 UTC
in Kasperg Projects! Post #198040
That's why I said I was sorry.
I haven't mocked anyone. To mock is to humiliate in a certain way right? That would only be the case if I made it evident that I was right and they were wrong. They insist I'm the one who is wrong.
Posted 17 years ago2006-09-30 09:58:38 UTC
in Kasperg Projects! Post #198034
Railway21 has bland grey/brown lighting. Not bright, vibrant, colourful with a nice blue ambient.
@Trapt: I need to buy a new screen. We are not looking at the maps with the same settings.
And what pedestal are you talking about? The imaginary one into which YOU have put me?
When you say I'm not THAT good, what does "THAT" mean? Your own vision of what is good or bad? When and where have I said I was THAT good? Stop worrying about what people think about my maps and concentrate on yours.

@Loffe: then we agree that lighting is a "I like" or "I don't like" thing. Not a "It's good" or It's bad" thing. Of course, dull will always be dull. Contrast>dull>fullbright.

@Strider: try what? they haven't said anything. They've just said that what I have so far is bad. Other people have said it's good. Why should I change it then?
Rule number 1. I make the map. I am the one who must be most pleased with it. You can understand that I'm not going to change a map If I feel it's going to look worse by MY point of view.

@Ant, I'm sorry about my sarcasm. Specially if your suggestions had good intentions (that's not how they felt when I first read them). If you wish to, I will tell you and thank you when I agree with them, and I'll silently ignore them if I don't feel they are right.
Posted 17 years ago2006-09-30 09:31:28 UTC
in Kasperg Projects! Post #198028
The correct link for the avalon pic is this one

It's hardly a carbon copy. I'll make a youtube version of the HLDM one so you can compare them.
If you speak about my "pride", it means your comments are not caused just by my map, but by me or rather your view of me :(
Posted 17 years ago2006-09-30 09:29:33 UTC
in Kasperg Projects! Post #198026
There's no such thing as unrealistic lighting. If you can put a logical source for a light, it's realistic.
I can see we have a different idea of what good lighting is. I enjoyed the lighting in the dm_3006_beta a lot because of the contrast and surreal feel.
However, the lighting in dm_avalon which is a good map, I don't like. Not just because of the lack of smoothing groups. It has a white tone of light which in your opinion is good here but bad and dull in my maps (railway21 for example). Make up your mind!
Posted 17 years ago2006-09-30 09:16:28 UTC
in Kasperg Projects! Post #198023
Sorry, I meant propwork (I'm not used to that word :D)

Trapt, can you please tell me what map has, in your opinion, good lighting? I'm eager to see what it is I'm doing wrong. I would appreciate a good example (and please don't mention "spotlight maps" like steamlab).

Ant, I don't recall saying "screw you" anywhere. I don't see why you need to take discussions out of the mapping realm. I could also say things I don't like in your latest Venetia screenies, but It wouldn't help you at all since it's just personal opinions conditioned by the fact I've been to Venice. When you ridicule my map, It's logical I ridicule back If I don't agree and I have my reasons.
The texturing is very random, there's an over use of brushwork (which basically means you haven't balanced it out enough with props. And don't try and give some excuse about the fact the Source uses props, because all modern games use props). The lighting is very bland as well: I dunno if it's your light_env or the lights themselves, but something definately looks amiss.
Honestly, that's not serious advice in my point of view. You were just saying things you didn't like without really offering solutions.

As for the textures not fitting with each other or clashing, I'm sorry. I don't want to make a standard greyish HL2DM map. It just gets old. The map is cubemapped, but the areas in the screenshot don't have many reflective parts. As for the map looking like goldsource, it's exactly what you would expect from a remake. Since I haven't finished entity placements, some spots obviously look empty.
Anyway, if you think the map is so flawed, please don't waste more time with this thread because I don't deserve your attention.
It's sad, but I know some of your comments would be so much different if this was made by someone else.
Posted 17 years ago2006-09-30 08:46:55 UTC
in Kasperg Projects! Post #198016
I used sarcasm to explain why I don't agree with those particular observations. I think my reasons are solid and clear.
A good suggestion would be "you could place prop A in that B spot", instead of "brushwork is poop" or "lighting is extremly bland".
Posted 17 years ago2006-09-30 08:34:58 UTC
in Kasperg Projects! Post #198013
I agree. The map looks crappy and textures clash. They are totally random. I can't see the blue concrete on the big surfaces, the orange sand in the floors, the yellow concrete in vertical supports, the blue in the railings, the yellow-orange-red in the thinner structures... it must be a random coincidence!

Industrial props... I guess the tires, car parts, barrels, canisters, benches, electronic appliances, trash piles, dumpster, boxes, pipes etc don't count as props to you. Maybe you mean the map needs bigger props getting in the way and substracting from the performance budget. I'll think about it!

Sunlight coming down in a 60 degree angle should be yellow. Wait, even orange! Orange lighting pwns! Specially if it's not bright. Bright lights and contrast make really dull maps!

Anyway, I'm always open to suggestions as long as they make sense and don't rely solely on personal taste and preconceived visual theories.
You can also point out these flaws in the snarkpit entry for this map if you wish to. I still think it's better than most of my previous maps
:(
Posted 17 years ago2006-09-30 07:36:07 UTC
in Kasperg Projects! Post #198008
You obviously haven't played the HLDM version of which this is a remake ;)

-random texturing? please explain. There are certain color codes present in the map. You are joking if you say it's random.

-Props? Are you referring to physics objects or static props? Which are the props this map needs? I don't need an excuse for not putting props. I would need an excuse TO PUT props. I am not a modeller, so don't ask from me more than what I can do. For a prop-less map (in your POV) I think it looks OK. (Btw, most areas in the screenshots are high traffic areas, where models hurt performance the most)

-Lighting? One of the best aspects of the map. High contrast, different colors, interesting shadows, etc. Nothing about the lighting is bland. Are we looking at the same screenshots?

-Orange sand? That was one of the main ideas from the original HLDM map. I think it gives it a unique look. Anyway, the sand color is a matter of taste, not technique. I tried other "normal" colors for the sand but the map seemed much more dull with them.
Posted 17 years ago2006-09-29 19:14:39 UTC
in Kasperg Projects! Post #197968
I'd say the map is 99% complete. I finally learned how to use those Smoothing Groups and I'm making the final lighting adjustments.
Entity placement will be harder. I might need to release a beta, playtest it and then make a final version. It's been more than a year and a half since I last played HL2DM!!

http://img176.imageshack.us/img176/3569/pic1ia3.jpg

http://img291.imageshack.us/img291/9203/pic2ao5.jpg

http://img291.imageshack.us/img291/5661/pic3lk5.jpg

http://img165.imageshack.us/img165/9182/pic4vw9.jpg