[t]http://i.imgur.com/c42VexQ.jpg[/t]
Decided to knock out two houses and add a dirt course. It's too small for full-size vehicles but usable with ATVs or scaled ones so far.
TOO Green, PA is BROWN [B]BROWN[/B] [I]BROWN [/I] [U]BROWN[/U] even in mid summer. The roads look amazing though, love the NAPA.
I should certainly brown out the skybox a bit checking my reference material. Doing most of the foliage would be a lot of work but perhaps the grass as well.
Oh, I should mention there's a spawn room and teleports now -- there's a nearly full-grid concrete flatgrass (flatcrete) on a separate layer from the map you can pick instead at spawn, or return to the spawn from either layer. Problem is, it's only a player teleport, if you want to move whole creations then they'll have to be saved and re-placed.
If you brown out the grass, maybe keep the original green texture in with it, it looks like a nice texture as is.
Should I use this lighting (original style) or the drearier, rainier setting?
[t]http://i.imgur.com/WqZ9Nsg.jpg[/t][t]http://i.imgur.com/yG0lkNL.jpg[/t]
[img]https://facepunch.com/fp/ratings/tick.png[/img] for lighter and [img]https://facepunch.com/fp/ratings/cross.png[/img] for darker
If you're going to go for a lighter setting, I'd change the skybox to something considerably less cloudy.
That's a very natural looking city. Looks great. I agree though that the skybox should be lightened or changed to match the higher light levels.
Planning on finding a better balance there but perhaps in a later version. I intended for the map to be rainy but lightened it up so it's easier to see for working in without changing the sky...
Little after the fact because I just ran a full compile and it's uploaded now. Going to put the workshop link in the description soon.
The map's really, really nice. Even small things like you've done, such as elevation changes, different width of street etc, make this an excellent map to drive on.
Some of my cars are a bit exotic for the setting so I might have to go and make some [I]regular cars[/I]
[t]http://i.imgur.com/D7tmwyT.jpg[/t]
[t]http://i.imgur.com/8sZxpEh.jpg[/t]
The map makes for an excellent tarmac rally too, if you close off some of the roads.
[t]http://i.imgur.com/cdVLb3s.jpg[/t]
[t]http://i.imgur.com/7ujodHk.jpg[/t]
My feedback; I agree when it comes to the lighting, it should definitely be lighter; it's kinda dreary. Any plans for a nighttime version later down the line?
Not sure if you're willing to bother with this, but it'd be nice if you made a low-lag version of the map where some of the models like the foliage and street signs have prop fade distances and the smaller pools of water have basic cubemap reflections.
I'm not sure if doing those two would have any impact on the performance, but I would imagine that it'd be worth a shot.
Also, holy shit, I'm pretty glad you got this released. This is probably going to be one of my favorite maps alongside gm_shambles and gm_fork.
[QUOTE=Skerion;51246149]Not sure if you're willing to bother with this, but it'd be nice if you made a low-lag version of the map where some of the models like the foliage and street signs have prop fade distances and the smaller pools of water have basic cubemap reflections.
I'm not sure if doing those two would have any impact on the performance, but I would imagine that it'd be worth a shot.
Also, holy shit, I'm pretty glad you got this released. This is probably going to be one of my favorite maps alongside gm_shambles and gm_fork.[/QUOTE]
I actually helped him experiment with this (or at least the water) and it did fuck all. v:v:v
I think this map could be improved by cubemaps being added. the cars I drive around in kinda look too flat..
it's otherwise a pretty good map, it's one of the best I've ever seen.
Don't suppose you have a non-Workshop link of the map for SFM uses? The map reminds me of Stage one of that Michael Bay Transformers game for the PS3 Tranquility. Probably the closest thing to that area next to a straight up rip from the original game despite geological differences.
[url]http://tfwiki.net/wiki/Transformers_The_Game_(console)[/url]
"Not an accurate depiction of PA"
"Needs shittier roads and more rain."
"0/10"
Joking aside, I'm really glad to see this finished.
There aren't a whole lot of projects here that get finished.
Holy sh*t that's one of the dopest mapes i've ever seen, can't wait until we can play on this
[QUOTE=Flaow;51306923]Holy sh*t that's one of the dopest mapes i've ever seen, can't wait until we can play on this[/QUOTE]
It is already released and on v1.1 as of last night.
[QUOTE=Xanadu;51307079]It is already released and on v1.1 as of last night.[/QUOTE]
Do you have a non-Workshop download we could use? Apologies if I'm beating this question to the ground.
[QUOTE=maddogsamurai;51318964]Do you have a non-Workshop download we could use? Apologies if I'm beating this question to the ground.[/QUOTE]
Why can't you use a workshop download? Same map on the workshop as it would be off of workshop and you can always decompile said workshop addon and just get the files that way.
It was a real pain in the ass to decompile when I was trying to get it into SFM though. In cases like this it's just better off having the vmf itself more often than not.
[QUOTE=gnampf;51340648]It was a real pain in the ass to decompile when I was trying to get it into SFM though. In cases like this it's just better off having the vmf itself more often than not.[/QUOTE]
If you could get it SFM compatible would you mind sending it my way?
If anything the better thing would be if Xanadu released the VMF or at least sent it to anyone who asked or something. I don't think he'd be too keen if I were to just pass it out like candy, and I doubt you would want mine since I edited it to where it looks more like dead late winter/early spring rather than the lush green one that we all know and love.
Lake/river
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