• rp_erethia
    12 replies, posted
I've been screwing with this one for a while now. After I released my first map, I asked what features a good RP map has. The answer came back quickly: Many buildings, many doors, breakable glass. My ultimate goal is to make a fully ubiquitous map, without any dependencies, ready for anything people want to do with it. I present to you a half-completed rp_erethia - A map designed for RP, DM, Sandbox, and maybe even Racer. Pictures: [url]http://img40.imageshack.us/gal.php?g=rperethiaalpha30000.jpg[/url] What I have: -Large area for sandbox, a cross between Freespace and Construct -Large open ocean -Deathmatch arena x2 (1 is large and complete, 1 is rather tight, small, and somewhat incomplete) -Racetrack (although it's still not fully set up for Racer) -City with: --Spawn Room --Police Station --Drive Thru Resturaunt --House x4 --Parking Lot x3 --Mayor's House --Garage --Generic Shop x7 --Apartment Building --Park --Generic Office Building What I'm planning: -Soundscapes -Arctic Region with giant hill -Hotel? What I want to know: 1) How does it look so far? (Dev textures are placeholders. There will be buildings there) 2) Is there a way for the map to know what gamemode it's in? 3) What is your favorite marsupial? 4) Is it still too blocky? 5) What does this map still need?
1) Somewhat okay 2) No comment 3) Kangaroo 4) Yes 5) Door and window frames, better textures.. Looks bland
1) ok 2) yes (load up the garrysmod.fgd and there will be a entity called info_gamemode) 3) idk 4) yes 5) what he said ^^
First Answer [I]Your map is boring. Give it a theme and purpose and make it stand out.[/I] Second Answer [I]I do not know codes but someone has answered this. So I say nothing.[/I] Third Answer [I]Koala sits high eating Eucalyptus leaves. It is not a bear.[/I] Fourth Answer [I]Your map lacks fineness and needs more prop detailing. Add more to your map.[/I] Fifth Answer [I]As I have stated it needs defining features to stand out in crowd.[/I]
[QUOTE=TTamH;17978696]First Answer [I]Your map is boring. Give it a theme and purpose and make it stand out.[/I] Second Answer [I]I do not know codes but someone has answered this. So I say nothing.[/I] Third Answer [I]Koala sits high eating Eucalyptus leaves. It is not a bear.[/I] Fourth Answer [I]Your map lacks fineness and needs more prop detailing. Add more to your map.[/I] Fifth Answer [I]As I have stated it needs defining features to stand out in crowd.[/I][/QUOTE] You make a good point. By the way, is it haiku day or something?
[I]You need to know that every day is haiku day. Your name is silly.[/I]
Looks OK, but it is a bit blocky, and a somewhat bad choice of textures. Think of expanding it and adding more detail, I would like to play this one day.
Thanks for the input. I'm shying away from custom props/textures because I both suck at texturing and value simplified ubiquity. Window frames make perfect sense. As for the blockiness, is there a way to round building edges without making a shitload of triangles/visleaves? func_details create far too many triangles on the ground they intersect. Info_gamemode eh? I'll have to get a garrysmod configuration working then. I've been mapping in ep2. When you people say "bad choice of textures," I'm almost certain you're referring to, or at least including the streets. I suppose more sidewalks would help. Is there a particularly ugly building too? TTamH, [i]Well written haiku in response to my questions is always welcome[/i]
[QUOTE=darkspork;18017310]-snip- [B][U]func_details create far too many triangles on the ground they intersect.[/U][/B] -snip-[/QUOTE] I thought the entire point of func_detail was that it didn't change triangle counts other than the blocks its made of and it [U][I]doesn't[/I][/U] chop visleafs or brushes.
[QUOTE=Magman77;18029873]I thought the entire point of func_detail was that it didn't change triangle counts other than the blocks its made of and it [U][I]doesn't[/I][/U] chop visleafs or brushes.[/QUOTE] So did I. Then I turned on mat_wireframe.
[media]http://img40.imageshack.us/gal.php?g=rperethiaalpha30000.jpg[/media]
[QUOTE=darkspork;18042580]So did I. Then I turned on mat_wireframe.[/QUOTE] :suicide: I'm sorry Oh but still use it as it doesn't cut visleafs.
[QUOTE=Magman77;18046516]:suicide: I'm sorry Oh but still use it as it doesn't cut visleafs.[/QUOTE] Obviously. The documentation, the way it's written right now at least, would lead you to believe func_detail doesn't make more triangles with whatever it intersects. You have no idea how much of an optimization freak I truly am.
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