Mini map: dm_watercove

there good, depending on how much of the level your viewing, but ive tried my best to optimise with prop fade distances.

ultimately ill have to find out from other peoples playing experiance
 
It looks good. I highly recommend making it bigger, because DM in a tiny map like that will be... ...loud.
 
i could expand the outside to encompass the whole outer area around the house, id have to cut back on a few physics props for performance , and add some more func_entities, sounds like fun, ... lol i might do that. or you could just turn the volume down :)
 
Looks nice, why didn't you but the screenshots up the normal way on pcgamemods.com?
 
It's a good map, however i don't think it's fully optimised, seems a little sluggish after awhile :|
 
yeh I really could of sorted that out a little better, thanks for the comments , and mirror anyhoo. :)

im concentrating my efforts on a real life location map, which im hoping to make look as close to the origional as the source engine will allow.

heres some images on the place:
 

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sorry for the double post, but i didnt have room to include a few pics of the SDK WIP. here:
 
That's looking grand. We currently have a similiar project called Landmarks. Basically we are trying to accurately recreate uk locations. At the moment, as a test, we are trying to recreate nottingham train station, however time is a problem at the moment.

Keep us up to date, i'm very interested in your maps :)
 
Wow. Good job dude. Thats a great re-creation of the building.

Keep it up.

:cheers:
 
well rather than start a new thread, heres some pic's of the first test compile for the warehouse map. :) , no cube maps in there yet.

http://img.photobucket.com/albums/v238/Clarky003/WIPwarehouse.jpg

http://img.photobucket.com/albums/v238/Clarky003/WIPwarehouse1.jpg

http://img.photobucket.com/albums/v238/Clarky003/WIPwarehouse2.jpg

http://img.photobucket.com/albums/v238/Clarky003/WIPwarehouse3.jpg

Ive learnt loads more fancy stuff which im hoping to impliment as the map grows, but im not gonna go crazay, gotta watch those frame rates :), the map size should allow me to use some occlusion brushes in certain areas, that should keep performance nice in detailed areas, im also going to try releasing a daytime map, and then turn all the lighting fixtures on, and darken the map into late evening for a night time map aswell.
 
good work clarky, using realt world refrences to your maps is what makes it truely believable and realistic. Just make sure you make it fun at the same time though.
 
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