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  1. pur3r4ge

    The Big DM map thread

    So can mappers not release their maps to the public if they're entering them in the contest? It seems kind of stupid if that's the case. Epic did their contest right, and helped the community immediately by encouraging their participants to have active releases and tests of entries. Preventing...
  2. pur3r4ge

    WIP - Warehouse

    Yeah, those look great! You should fog up your map a bit, though, since light tends not to have volume quite like that without some fog kickin' around. Great atmospheric touch, though.
  3. pur3r4ge

    WIP - dm_lost_isle

    If anyone wants to help me do some play tests, PM me and I'll give you a download link and password for the server I'll be running it on. I plan on testing Saturday and Sunday, around the afternoon, US Eastern time. (-5 GMT, I think). I'd appreciate any participants, since working out weapon...
  4. pur3r4ge

    PANDEMIC Episode 1 Chapter 2 Alpha

    Looks like you're off to a really great start.
  5. pur3r4ge

    WIP - Warehouse

    Good work. Far too many people just get frustrated when criticised and quit working. It's great to see someone taking the criticisms to heart and really trying to improve their work.
  6. pur3r4ge

    [WIP] (CSS Map [No name yet])

    Try just putting in a low angle env_light (I hope I'm remembering the entity name correctly), colored and angled to approximately match the height and location of the sun in the skybox.
  7. pur3r4ge

    [WIP] (CSS Map [No name yet])

    Looks good. You might want to try and give it a more apparent sunlight, as there appears to be a rather spectacular sunset occurring. Right now the light on the map doesn't match the light in the sky.
  8. pur3r4ge

    Flickering texture

    I was using prop textures. d'oh! Changing them to regular material textures fixed all.
  9. pur3r4ge

    Maya or Hammer?

    Use Hammer to do all the main geometry, and Maya to make the props to add detail. Importing primary geometry will be far too much trouble.
  10. pur3r4ge

    WIP - dm_lost_isle

    To lift a classic phrase from so many game developers: when it's done. :)
  11. pur3r4ge

    How do you plan?

    I'll usually do some rought sketches and mock up a few key areas in a level editor prior to beginning the "real map". I try and visualize the entire flow of a level prior to the specific geometry. It's then followed by a lot of improvisation, while occassionally starting new "test levels" to try...
  12. pur3r4ge

    WIP - dm_lost_isle

    My thoughts exactly. Also: someone sitting in the crane would be picked off by the crossbow or .357 almost instantly. They're the perfect target. It just wouldn't be a valuable or balanced addition to the map, so I'm just using it as a dead prop.
  13. pur3r4ge

    WIP - dm_dockyard

    Looks really good. It looks like it has a really nice flow. Just a couple thoughts on areas that could use improvement: The texture along the concrete walls lining the water could be scaled up a bit, because it tiles quite visibly. Scaling it from .25 to .5 will still look pretty good, and it...
  14. pur3r4ge

    WIP - dm_lost_isle

    3D skybox is on my list of things to do. Right now, if you looked down, there is nothing. I need to add water, and a skybox for the water to extend out a ways within. Quantity of physics objects is going to be one of my focuses when it comes time to run it through some beta play. It certainly...
  15. pur3r4ge

    Flickering texture

    A couple people there reported success with this. I'll try it after work. I know it isn't overlapping faces because I deleted all geometry in the area and recreated it, and resized all geometry in the area so that everything was at least 1 unit from anything else. I'll report back once I try...
  16. pur3r4ge

    fence draw distance

    It happened in HL2 while I was playing the game. I think it just might be that the detail disappears as the texture is filtered by the engine. Textures with a ton of transparancy seem to do that a lot.
  17. pur3r4ge

    WIP - dm_lost_isle

    Thanks for the kind words. The hole in the wall was clipped by me, but the roof portion of the gap was a premade mesh. The Crane doesn't work (I'm not really sure what value a working crane would add to a DM map). To find the street texture, just filter the texture browser for "concrete". I...
  18. pur3r4ge

    WIP - dm_lost_isle

    Here's some screenshots of a map I've been working on. I hope to go into beta after I figure out this flickering texture issue I've been having, but in the mean time I figured I'd pimp my map a little :) Basically it's centered around an abandoned warehouse on a now abandoned cliff face. The...
  19. pur3r4ge

    Flickering texture

    no dice, but thank you. Tried building cubemaps. impulse 81 doesn't seem to do anything, but I can see them on my gun, so I know it worked. I've figured out the problem a little bit better, and it seems extremely odd. The brightness of the texture changes based on how much light I'm standing...
  20. pur3r4ge

    Flickering texture

    I'm having a problem, and have thus far been unable to find the answer. I have a certain piece of BSP geometry that suffers from a flickering texture. The flicker is most pronounced when I shoot a gun. It seems to flash, as if the whole surface was illuminated. It seems somewhat similar to a BSP...
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