wow hyce the detailing looks fantastic!! i hope i get a chance to pug it over break :DDD
Beta 2 is here!
No screenshots, there isn't much to highlight. Biggest visual change is the rotation of the crates on mid.
Changed captimes, respawn times, clipped a bunch of stuff... probably more stuff needs to be clipped (BENROADS WHERE ARE YOU) but it's certainly much better. Figured I'd get one out to prove I'm not dead.
Download:
http://www.mediafire.com/download/05fshypndk2cb9m/cp_intermodel_b2.bsp
No screenshots, there isn't much to highlight. Biggest visual change is the rotation of the crates on mid.
Changed captimes, respawn times, clipped a bunch of stuff... probably more stuff needs to be clipped (BENROADS WHERE ARE YOU) but it's certainly much better. Figured I'd get one out to prove I'm not dead.
Download:
[url=http://www.mediafire.com/download/05fshypndk2cb9m/cp_intermodel_b2.bsp]http://www.mediafire.com/download/05fshypndk2cb9m/cp_intermodel_b2.bsp[/url]
Bump
So ya know, I updated this like, last year with no feedback yet... come on peoples
So ya know, I updated this like, last year with no feedback yet... come on peoples
UPDATE:
So, I've gotten a little feedback from my in house PUGs. Basically, the spawn times are a little off (easy fix with testing) and mid is kinda gross still. I came up with two ideas for the mid, and thus I'm going to be releasing beta 3 a and beta 3 b soon, and will PUG them back to back to see which we like better.
beta 3 a will have the current mid fixed, with more cover and a changed underneath. See pictures below.
All the pics are of the new mid.
http://i.imgur.com/DVK9mba.jpg
http://i.imgur.com/KVY6mYd.jpg
http://i.imgur.com/NuVSE7h.jpg
http://i.imgur.com/lF5kjAu.jpg
http://i.imgur.com/KWuLWnB.jpg
beta 3 b will have a mid where the trains are flat in the ground, but everything else is pretty much the same, so there is no low ground coming into mid. This part is not done yet, so no screenies yet. Just an update :)
So, I've gotten a little feedback from my in house PUGs. Basically, the spawn times are a little off (easy fix with testing) and mid is kinda gross still. I came up with two ideas for the mid, and thus I'm going to be releasing beta 3 a and beta 3 b soon, and will PUG them back to back to see which we like better.
beta 3 a will have the current mid fixed, with more cover and a changed underneath. See pictures below.
All the pics are of the new mid.
[img]http://i.imgur.com/DVK9mba.jpg[/img]
[img]http://i.imgur.com/KVY6mYd.jpg[/img]
[img]http://i.imgur.com/NuVSE7h.jpg[/img]
[img]http://i.imgur.com/lF5kjAu.jpg[/img]
[img]http://i.imgur.com/KWuLWnB.jpg[/img]
beta 3 b will have a mid where the trains are flat in the ground, but everything else is pretty much the same, so there is no low ground coming into mid. This part is not done yet, so no screenies yet. Just an update :)
Quadruple post, making me feel good about myself... haha.
INTERMODEL B3A and B3B ARE OUT!
These two versions are identical except for their middle control points. Version A has the tracks raised as previously seen with modifications, and version B has the tracks back flush with the ground like they were long long ago... I want to see which one works out better, so we're going to PUG them both back to back tonight.
DOWNLOAD B3A:https://www.dropbox.com/s/m4qq8ucjco72hef/cp_intermodel_b3a.bsp
DOWNLOAD B3B:https://www.dropbox.com/s/qynrdne0qcendi5/cp_intermodel_b3b.bsp
B3A SCREENS:
http://i.imgur.com/iIoLW6C.jpg
http://i.imgur.com/zjOP14Y.jpg
http://i.imgur.com/y3AZ4E5.jpg
http://i.imgur.com/3xG9tcI.jpg
B3B SCREENS:
http://i.imgur.com/xyMlf3z.jpg
http://i.imgur.com/FYtANrn.jpg
INTERMODEL B3A and B3B ARE OUT!
These two versions are identical except for their middle control points. Version A has the tracks raised as previously seen with modifications, and version B has the tracks back flush with the ground like they were long long ago... I want to see which one works out better, so we're going to PUG them both back to back tonight.
DOWNLOAD B3A:[url=https://www.dropbox.com/s/m4qq8ucjco72hef/cp_intermodel_b3a.bsp]https://www.dropbox.com/s/m4qq8ucjco72hef/cp_intermodel_b3a.bsp[/url]
DOWNLOAD B3B:[url=https://www.dropbox.com/s/qynrdne0qcendi5/cp_intermodel_b3b.bsp]https://www.dropbox.com/s/qynrdne0qcendi5/cp_intermodel_b3b.bsp[/url]
[b]B3A SCREENS:[/b]
[img]http://i.imgur.com/iIoLW6C.jpg[/img]
[img]http://i.imgur.com/zjOP14Y.jpg[/img]
[img]http://i.imgur.com/y3AZ4E5.jpg[/img]
[img]http://i.imgur.com/3xG9tcI.jpg[/img]
[b]B3B SCREENS:[/b]
[img]http://i.imgur.com/xyMlf3z.jpg[/img]
[img]http://i.imgur.com/FYtANrn.jpg[/img]
[img]http://i.imgur.com/PChdU5a.jpg[/img]
[img]http://i.imgur.com/v6EslNn.jpg[/img]
I like that you can get stuck in forward spawns it allowed for a nice bonding moment with my fellow respawned comrades.
First of the two current working versions was a lot better. Both, besides the spawn issue + times being off were very playable. See you next season, intermodel.
First of the two current working versions was a lot better. Both, besides the spawn issue + times being off were very playable. See you next season, intermodel.
HKI like that you can get stuck in forward spawns it allowed for a nice bonding moment with my fellow respawned comrades.
First of the two current working versions was a lot better. Both, besides the spawn issue + times being off were very playable. See you next season, intermodel.
So I looked at both versions and it turns out that the only issue was actually in the second version of the map... so the first version is both functional and better. Although the spawn times are a bit off and there is still much more detailing to do... that is what will be coming with beta 4.
First of the two current working versions was a lot better. Both, besides the spawn issue + times being off were very playable. See you next season, intermodel.[/quote]
So I looked at both versions and it turns out that the only issue was actually in the second version of the map... so the first version is both functional and better. Although the spawn times are a bit off and there is still much more detailing to do... that is what will be coming with beta 4.
Beta 4 is on the way, as soon as I can get hammer to stop shitting a chicken and actually compile the damn thing.
Also, who's dick do I have to suck to get some attention to this map?
Also, who's dick do I have to suck to get some attention to this map?
I think when this map is said and done, it will have the attention of many. Solid looks and a relatively vanilla layout with some interesting characteristics scattered throughout... this is what the community has been looking for for a while.
I've only seen it played in a pug or two, but this map really has potential, and I wouldn't be surprised to see it picked up in at least a preseason next go around.
I've only seen it played in a pug or two, but this map really has potential, and I wouldn't be surprised to see it picked up in at least a preseason next go around.
HyceBeta 4 is on the way, as soon as I can get hammer to stop shitting a chicken and actually compile the damn thing.
Also, who's dick do I have to suck to get some attention to this map?
I know the map is meant for 6v6, but ugc has a group for testing custom maps in HL scrims, you could try to get it in there? No idea if anybody has tried it in hl, but it could work.
Also, who's dick do I have to suck to get some attention to this map?[/quote]
I know the map is meant for 6v6, but ugc has a group for testing custom maps in HL scrims, you could try to get it in there? No idea if anybody has tried it in hl, but it could work.
I think the raised mid is better—but that is just from thinking about how it will play, I haven't actually played on it yet. At first I liked the lowered mid because of reduced visual clutter and the appearance of more room, but jumping around as a scout I couldn't really imagine how a mid-fight would play out without more geometry to work around.
joejoe347
I know the map is meant for 6v6, but ugc has a group for testing custom maps in HL scrims, you could try to get it in there? No idea if anybody has tried it in hl, but it could work.
As a leader on one of the teams in that maptest group and having ran around on the map, I don't think it'd work. The last would be insanely hectic for HL, really small, probably just insane to push.
I could definitely see the map having tons of potential in 6s though. I liked the flow, though the flanks took a bit to get used to on a few jump-throughs.
I know the map is meant for 6v6, but ugc has a group for testing custom maps in HL scrims, you could try to get it in there? No idea if anybody has tried it in hl, but it could work.[/quote]
As a leader on one of the teams in that maptest group and having ran around on the map, I don't think it'd work. The last would be insanely hectic for HL, really small, probably just insane to push.
I could definitely see the map having tons of potential in 6s though. I liked the flow, though the flanks took a bit to get used to on a few jump-throughs.
HyceAlso, who's dick do I have to suck to get some attention to this map?
yyyaaaoooo, haven't forgotten bout you. I'm kinda busy with FITES planning, but maybe we can make something happen.
yyyaaaoooo, haven't forgotten bout you. I'm kinda busy with FITES planning, but maybe we can make something happen.
BLoodSireI think the raised mid is better—but that is just from thinking about how it will play, I haven't actually played on it yet. At first I liked the lowered mid because of reduced visual clutter and the appearance of more room, but jumping around as a scout I couldn't really imagine how a mid-fight would play out without more geometry to work around.
Updated the front post, the raised mid is the one that I am proceeding with for B4. It played much much better in PUGs.
eXtineHyceAlso, who's dick do I have to suck to get some attention to this map?
yyyaaaoooo, haven't forgotten bout you. I'm kinda busy with FITES planning, but maybe we can make something happen.
Rock on eXtine, I'll probably message you with some ideas/details in the near future. Side note, I feel the need to tell you that I was forced against my will to shave my excellent sideburns... They were not as glorious as yours, but they were getting closer. Oh vell.
Updated the front post, the raised mid is the one that I am proceeding with for B4. It played much much better in PUGs.
[quote=eXtine][quote=Hyce]Also, who's dick do I have to suck to get some attention to this map?[/quote]
yyyaaaoooo, haven't forgotten bout you. I'm kinda busy with FITES planning, but maybe we can make something happen.[/quote]
Rock on eXtine, I'll probably message you with some ideas/details in the near future. Side note, I feel the need to tell you that I was forced against my will to shave my excellent sideburns... They were not as glorious as yours, but they were getting closer. Oh vell.
Because I'm officially the king of back to back posting...
Here's a couple screens from B4. Not a whole lot changing play area/geometry wise, just adding more detaily stuff that 99% of the comp players have turned off anyways. Lol.
Anyhoo, screenies!
The only real physical area change, in Turbine:
http://i.imgur.com/V5Zzfx5.jpg
3d skybox crap at last
http://i.imgur.com/AsHyrd9.jpg
Some stuff at 2nd
http://i.imgur.com/4Mh9tKo.jpg
Gone are the shitty white walls on mid...
Here's a couple screens from B4. Not a whole lot changing play area/geometry wise, just adding more detaily stuff that 99% of the comp players have turned off anyways. Lol.
Anyhoo, screenies!
The only real physical area change, in Turbine:
[img]http://i.imgur.com/V5Zzfx5.jpg[/img]
3d skybox crap at last
[img]http://i.imgur.com/AsHyrd9.jpg[/img]
Some stuff at 2nd
[img]http://i.imgur.com/4Mh9tKo.jpg[/img]
Gone are the shitty white walls on mid...
[img]http://i.imgur.com/NCnq6za.jpg[/img]
[img]http://i.imgur.com/aKEcz3g.jpg[/img]
I love you, Hyce. When are you expecting to play a pug of this again?
We'll pug this at around 9 or 10 EST on Friday, lonely nerd holiday. Lol. Join my PUG group if you're interested!
http://steamcommunity.com/groups/hycepugshttp://steamcommunity.com/groups/hycepugs
[url=http://steamcommunity.com/groups/hycepugs]http://steamcommunity.com/groups/hycepugs[/url]http://steamcommunity.com/groups/hycepugs
Back to Back post #999,999,999,019...
HERE COMES BETA 4!
Changes:
Messed with spawn times some moar
Added a 3d skybox
Added environment sounds
Added more detaily crap outside the map
tl;dr if you use a max frames config you won't notice much
DOWNLOAD: https://www.dropbox.com/s/rwznukn9hpley81/cp_intermodel_b4f.bsp
Screens:
http://i.imgur.com/SuYXcLm.jpg
http://i.imgur.com/0ASd3ak.jpg
http://i.imgur.com/e2bLbEv.jpg
http://i.imgur.com/BDgMtkS.jpg
http://i.imgur.com/AqgSZ0u.jpg
http://i.imgur.com/kUd3l0p.jpg
http://i.imgur.com/ySEGnhY.jpg
http://i.imgur.com/Anj9jdx.jpg
http://i.imgur.com/RJRsQiB.jpg
http://i.imgur.com/6IJikO7.jpg
http://i.imgur.com/KzBz58a.jpg
http://i.imgur.com/PutcLRg.jpg
Enjoy. We'll be PUG'in it on Friday.
http://steamcommunity.com/groups/hycepugs
HERE COMES BETA 4!
Changes:
Messed with spawn times some moar
Added a 3d skybox
Added environment sounds
Added more detaily crap outside the map
tl;dr if you use a max frames config you won't notice much
DOWNLOAD: [url=https://www.dropbox.com/s/rwznukn9hpley81/cp_intermodel_b4f.bsp]https://www.dropbox.com/s/rwznukn9hpley81/cp_intermodel_b4f.bsp[/url]
Screens: [img]http://i.imgur.com/SuYXcLm.jpg[/img]
[img]http://i.imgur.com/0ASd3ak.jpg[/img]
[img]http://i.imgur.com/e2bLbEv.jpg[/img]
[img]http://i.imgur.com/BDgMtkS.jpg[/img]
[img]http://i.imgur.com/AqgSZ0u.jpg[/img]
[img]http://i.imgur.com/kUd3l0p.jpg[/img]
[img]http://i.imgur.com/ySEGnhY.jpg[/img]
[img]http://i.imgur.com/Anj9jdx.jpg[/img]
[img]http://i.imgur.com/RJRsQiB.jpg[/img]
[img]http://i.imgur.com/6IJikO7.jpg[/img]
[img]http://i.imgur.com/KzBz58a.jpg[/img]
[img]http://i.imgur.com/PutcLRg.jpg[/img]
Enjoy. We'll be PUG'in it on Friday.
[url=http://steamcommunity.com/groups/hycepugs]http://steamcommunity.com/groups/hycepugs[/url]
INTERMODEL_RC1 IS HERE! GO GET IT!
Download: https://www.dropbox.com/s/9p420wgjd28uigl/cp_intermodel_rc1.bsp
Changes: Made some detail changes with geometry lining up.
Made some fixes with floating props.
Added a ramp on the train at last.
Fixed some places where stickies floated.
Changed the skybox.
Added tracks on mid (because it took this long for some motherfucker to notice that there were no tracks under the trains... lols
Other small changes.
What's left: Final balancing (spawn times, cap times), some more building details, 3d skybox details, and a bit more work on the outside lighting.
Screens:
http://i.imgur.com/uyeUvlF.jpg
http://i.imgur.com/qqfe3WC.jpg
http://i.imgur.com/blHeoGX.jpg
http://i.imgur.com/0J7xqm7.jpg
http://i.imgur.com/Vr9s0xK.jpg
http://i.imgur.com/EYtI0er.jpg
http://i.imgur.com/fmyxxpr.jpg
Now I need some cute people to make me some rollout videos because how do I do anything that isn't demoman
Download: [url=https://www.dropbox.com/s/9p420wgjd28uigl/cp_intermodel_rc1.bsp]https://www.dropbox.com/s/9p420wgjd28uigl/cp_intermodel_rc1.bsp[/url]
Changes: Made some detail changes with geometry lining up.
Made some fixes with floating props.
Added a ramp on the train at last.
Fixed some places where stickies floated.
Changed the skybox.
Added tracks on mid (because it took this long for some motherfucker to notice that there were no tracks under the trains... lols
Other small changes.
What's left: Final balancing (spawn times, cap times), some more building details, 3d skybox details, and a bit more work on the outside lighting.
Screens:[img]http://i.imgur.com/uyeUvlF.jpg[/img]
[img]http://i.imgur.com/qqfe3WC.jpg[/img]
[img]http://i.imgur.com/blHeoGX.jpg[/img]
[img]http://i.imgur.com/0J7xqm7.jpg[/img]
[img]http://i.imgur.com/Vr9s0xK.jpg[/img]
[img]http://i.imgur.com/EYtI0er.jpg[/img]
[img]http://i.imgur.com/fmyxxpr.jpg[/img]
Now I need some cute people to make me some rollout videos because how do I do anything that isn't demoman
Your detailing could really use some polish.
http://i.imgur.com/kCZmRzL.jpg
Texture wrong and bad looking vents.
http://i.imgur.com/R7rVw01.jpg
Wrong brush face.
http://i.imgur.com/3mywZCC.jpg
Nodraw on sides of this looks weird.
http://i.imgur.com/5K68oL0.jpg
Don't like the external beam on the shelves, never seen anything like it.
http://i.imgur.com/QtBsdXM.jpg
Crate intersects with wall.
http://i.imgur.com/ytOVKwG.jpg
Z-Fighting.
http://i.imgur.com/qwJe7cg.jpg
Metal sheet goes through wall.
http://i.imgur.com/aAvu18H.jpg
This prop looks terrible.
http://i.imgur.com/0ZL5heU.jpg
In this room you can really see it, you need to use point_spotlight for a more subtle light effect.
http://i.imgur.com/0aKhgbb.jpg
Blocklight on all doors.
http://i.imgur.com/EvIwRQt.jpg
Props intersect.
http://i.imgur.com/RWwzNyy.jpg
Crate intersects with wall.
I could probably find more if I look through it.
[img]http://i.imgur.com/kCZmRzL.jpg[/img]
Texture wrong and bad looking vents.
[img]http://i.imgur.com/R7rVw01.jpg[/img]
Wrong brush face.
[img]http://i.imgur.com/3mywZCC.jpg[/img]
Nodraw on sides of this looks weird.
[img]http://i.imgur.com/5K68oL0.jpg[/img]
Don't like the external beam on the shelves, never seen anything like it.
[img]http://i.imgur.com/QtBsdXM.jpg[/img]
Crate intersects with wall.
[img]http://i.imgur.com/ytOVKwG.jpg[/img]
Z-Fighting.
[img]http://i.imgur.com/qwJe7cg.jpg[/img]
Metal sheet goes through wall.
[img]http://i.imgur.com/aAvu18H.jpg[/img]
This prop looks terrible.
[img]http://i.imgur.com/0ZL5heU.jpg[/img]
In this room you can really see it, you need to use point_spotlight for a more subtle light effect.
[img]http://i.imgur.com/0aKhgbb.jpg[/img]
Blocklight on all doors.
[img]http://i.imgur.com/EvIwRQt.jpg[/img]
Props intersect.
[img]http://i.imgur.com/RWwzNyy.jpg[/img]
Crate intersects with wall.
I could probably find more if I look through it.
Yo what the fuck being an OCD piece of shit is my job
BerethYour detailing could really use some polish.
-snip-
I could probably find more if I look through it.
Keep the anal shit coming. This is the stuff that I don't see and does not get mentioned in PUGs, and it won't get fixed unless someone comes up.
It's how I finally added tracks to the map, lol. "the trains are floating on nothing... wat"
BerethYour detailing could really use some polish.
http://i.imgur.com/aAvu18H.jpg
This prop looks terrible.
Also with that, you'll notice it's a pipe, there's pipes in the ceiling missing a piece, a bucket, and a welding machine... hmmmmm, maybe I planned that? Haha.
BenroadsYo what the fuck being an OCD piece of shit is my job
Benroads aka "HYCE WHY ISN'T THERE A FUCKING DOORHANDLE ON THIS DOOR"
-snip-
I could probably find more if I look through it.[/quote]
Keep the anal shit coming. This is the stuff that I don't see and does not get mentioned in PUGs, and it won't get fixed unless someone comes up.
It's how I finally added tracks to the map, lol. "the trains are floating on nothing... wat"
[quote=Bereth]Your detailing could really use some polish.
[img]http://i.imgur.com/aAvu18H.jpg[/img]
This prop looks terrible.
[/quote]
Also with that, you'll notice it's a pipe, there's pipes in the ceiling missing a piece, a bucket, and a welding machine... hmmmmm, maybe I planned that? Haha.
[quote=Benroads]Yo what the fuck being an OCD piece of shit is my job[/quote]
Benroads aka "HYCE WHY ISN'T THERE A FUCKING DOORHANDLE ON THIS DOOR"
hookyBen sucks
New hooky sucks
HyceBerethYour detailing could really use some polish.
-snip-
I could probably find more if I look through it.
Keep the anal shit coming. This is the stuff that I don't see and does not get mentioned in PUGs, and it won't get fixed unless someone comes up.
It's how I finally added tracks to the map, lol. "the trains are floating on nothing... wat"
BerethYour detailing could really use some polish.
http://i.imgur.com/aAvu18H.jpg
This prop looks terrible.
Also with that, you'll notice it's a pipe, there's pipes in the ceiling missing a piece, a bucket, and a welding machine... hmmmmm, maybe I planned that? Haha.
BenroadsYo what the fuck being an OCD piece of shit is my job
Benroads aka "HYCE WHY ISN'T THERE A FUCKING DOORHANDLE ON THIS DOOR"
heh
New hooky sucks
[quote=Hyce][quote=Bereth]Your detailing could really use some polish.
-snip-
I could probably find more if I look through it.[/quote]
Keep the anal shit coming. This is the stuff that I don't see and does not get mentioned in PUGs, and it won't get fixed unless someone comes up.
It's how I finally added tracks to the map, lol. "the trains are floating on nothing... wat"
[quote=Bereth]Your detailing could really use some polish.
[img]http://i.imgur.com/aAvu18H.jpg[/img]
This prop looks terrible.
[/quote]
Also with that, you'll notice it's a pipe, there's pipes in the ceiling missing a piece, a bucket, and a welding machine... hmmmmm, maybe I planned that? Haha.
[quote=Benroads]Yo what the fuck being an OCD piece of shit is my job[/quote]
Benroads aka "HYCE WHY ISN'T THERE A FUCKING DOORHANDLE ON THIS DOOR"[/quote]
heh
11:30 PM - Hyce blt.: that guy out-analed you
Not a chance
Pull handle on both sides?
Still haven't clipped the inside of that off
Barrel and pallet clip into their respective walls, also you can get stuck on the edge of the barrel on the ground
I think these things are on the same layer, kinda fucking with eachother
Crate in wall + weird lighting thing on pipe.
Idk what's going on with that prop at the bottom
Crates look like their lighting got fucked up. Also the two sliding doors are just flat on the wall, should recess them a bit and then playerclip and bulletblock over them so people don't get stuck. Also you can get stuck on the piece of conduit to the left
Piece of wood extends around the corner, can get stuck on it on both top and bottom part.
Block clips into the crate
Even as a roamer I think this spot is a little dumb.
Fence clips into the posts, same on the other side
You only labeled 2 of the 3 doors.
mo clipping props
Should probably take out the middle post, would help with clipping and declutter the area a bit
Weird playerclip here
Floating tape is weird
Conduit changes color randomly
Still think only a door with a push bar on one side is weird
That's it for now
11:32 PM - Hyce blt.: I'm sure there's all sorts of stupid little shit that I'm like "fuck it who cares"
11:32 PM - Hyce blt.: and then all the sudden
11:32 PM - Hyce blt.: BENROADS CARES
[/quote]
Not a chance
[img]http://puu.sh/72mdx.jpg[/img]
[img]http://puu.sh/72meD.jpg[/img]
Pull handle on both sides?
[img]http://puu.sh/72mgF.jpg[/img]
Still haven't clipped the inside of that off
[img]http://puu.sh/72mqm.jpg[/img]
Barrel and pallet clip into their respective walls, also you can get stuck on the edge of the barrel on the ground
[img]http://puu.sh/72mut.jpg[/img]
I think these things are on the same layer, kinda fucking with eachother
[img]http://puu.sh/72myM.jpg[/img]
Crate in wall + weird lighting thing on pipe.
[img]http://puu.sh/72mDa.jpg[/img]
Idk what's going on with that prop at the bottom
[img]http://puu.sh/72mJ5.jpg[/img]
Crates look like their lighting got fucked up. Also the two sliding doors are just flat on the wall, should recess them a bit and then playerclip and bulletblock over them so people don't get stuck. Also you can get stuck on the piece of conduit to the left
[img]http://puu.sh/72mPd.jpg[/img]
Piece of wood extends around the corner, can get stuck on it on both top and bottom part.
[img]http://puu.sh/72mRx.jpg[/img]
Block clips into the crate
[img]http://puu.sh/72n2j.jpg[/img]
Even as a roamer I think this spot is a little dumb.
[img]http://puu.sh/72n8i.jpg[/img]
Fence clips into the posts, same on the other side
[img]http://puu.sh/72ncb.jpg[/img]
You only labeled 2 of the 3 doors.
[img]http://puu.sh/72nsq.jpg[/img]
mo clipping props
[img]http://puu.sh/72nvq.jpg[/img]
Should probably take out the middle post, would help with clipping and declutter the area a bit
[img]http://puu.sh/72nzl.jpg[/img]
Weird playerclip here
[img]http://puu.sh/72nBk.jpg[/img]
Floating tape is weird
[img]http://puu.sh/72nDH.jpg[/img]
Conduit changes color randomly
[img]http://puu.sh/72nI2.jpg[/img]
Still think only a door with a push bar on one side is weird
That's it for now
[quote]11:32 PM - Hyce blt.: I'm sure there's all sorts of stupid little shit that I'm like "fuck it who cares"
11:32 PM - Hyce blt.: and then all the sudden
11:32 PM - Hyce blt.: BENROADS CARES
[/quote]
http://i.imgur.com/QAjZH2N.png
I hope you like your new title, Ben...
Maybe I should just throw my maps at Phi because he details like a mofo.
Shit clipping into walls isn't a huge deal, but if it bugs you guys I can fix it. Lol. There's a couple props on badlands and granary that clip into stuff. Not as many, but a few.
Doors and handles? There's only so many door props. Lol. I'll modify them a bit.
Floating stuff and stuff you get stuck on IS a problem. Point out that as much as you can.
Labeling 2/3 doors? I labeled the shutters... come on, Ben! haha.
Thanks so much for the feedback guys. I'll run this sucker through a fine tooth comb when I get the chance this week and throw out rc1a soon.
I hope you like your new title, Ben...
Maybe I should just throw my maps at Phi because he details like a mofo.
Shit clipping into walls isn't a huge deal, but if it bugs you guys I can fix it. Lol. There's a couple props on badlands and granary that clip into stuff. Not as many, but a few.
Doors and handles? There's only so many door props. Lol. I'll modify them a bit.
Floating stuff and stuff you get stuck on IS a problem. Point out that as much as you can.
Labeling 2/3 doors? I labeled the shutters... come on, Ben! haha.
Thanks so much for the feedback guys. I'll run this sucker through a fine tooth comb when I get the chance this week and throw out rc1a soon.
That wall itself is at the perfect angle to take advantage of source's problem with angled walls. It's incredibly easy to get stuck on the brush itself. It should probably be straight. It would also fix the problem of the floating tape at the same time.
The same thing occurs on the other side of the wall, which is why Ben complained about getting stuck on the barrel near the fork lift
That wall itself is at the perfect angle to take advantage of source's problem with angled walls. It's incredibly easy to get stuck on the brush itself. It should probably be straight. It would also fix the problem of the floating tape at the same time.
The same thing occurs on the other side of the wall, which is why Ben complained about getting stuck on the barrel near the fork lift
Source's problem with angled walls is like if you have stacked brushes with even vertical angled sides, even if their edges line up perfectly, you can get clipped on those edges. You can surround the entire brush structure with a thin playerclip to fix it, or make the wall straight.