• Croft Manor
    95 replies, posted
[IMG]http://i43.tinypic.com/midqw5.png[/IMG] [QUOTE][B]Beneath the Ashes[/B] take place outside, inside and under Croft Manor. The manor is now unfortunately a burnt wreckage, submerged in sewage water, [I]and did I mention that its covered in zombies? [/I] You're following a lead from a radio broadcast which states that one of the last evacuation centres for the United Kingdom is at Croft Manor. You being you, take it upon yourself to take you and your friends to investigate, in hope of rescue. This leads you all onto a scavenge for survival originating from the very grounds of Croft Manor to deep down into the ancient monuments located beneath. [/QUOTE]RECENT IMAGES: [IMG]http://i41.tinypic.com/x5umj8.jpg[/IMG] [IMG]http://i42.tinypic.com/2dsid55.jpg[/IMG] [IMG]http://i41.tinypic.com/96ai4g.jpg[/IMG] RECENT VIDEOS: [URL]http://www.youtube.com/watch?v=dzSj9CG8E00&feature=player_embedded[/URL] I'd respect nice constructive comments, thank you. DALE & JONNY.
YES. Oh man, this is gonna be awesome! In constructive criticism, not bad for a start. This could be the beginning of a whole slew of Lara Croft poses.
Looks pretty fucking sexy so far. We don't really have an mansions or manors so i'd be nice to see one.
You've made a good point Mr Madman, we have very few mansion maps indeed, with the exception of the ruined mansion from Counter-Strike: Source.
Update: [IMG]http://i42.tinypic.com/t82phu.jpg[/IMG]
Just put a bunch of fucking boxes everywhere like in the first Tomb Raider.
Turn down the lightmaps for a more realistic shadow.
Brush work is amazing but the true test comes when you have to texture it all. Good luck finding decent textures.
[QUOTE=ryan1271;21272235]Brush work is amazing but the true test comes when you have to texture it all. Good luck finding decent textures.[/QUOTE] In Ajacks' useful texture pack there are good marble textures, that would be perfect for a map like this.
This is really incredible so far. However, it may be just me but the stairs look just a bit too steep. Other than that, it is great.
Wow, really nice! I was just playing Tomb Raider a few hours ago! TR2 was actually one of my very first game, I would sit down with my family and watch my Dad play it on a Sunday afternoon eating potato waffles. Those were the days...
Really nice. You should use propper on some of those things. Like the railings, for instance. It seems like this map could really make the brush limit cringe.
Thanks for the comments guys. [IMG]http://i43.tinypic.com/oqvlnl.jpg[/IMG] Anyone know whats causing this?! It only happens in 'dark' areas- I have made the whole foyer in darkness so you can see the problem on a grand scale. :ninja:
IS it the "tomb raider: legend" mansion?
This darkness looks a problem...
Take a ingame screenshot with wireframe on so we see where this darkness problem is.
[QUOTE=krten_2x 4b;21284066]IS it the "tomb raider: legend" mansion?[/QUOTE] Yes. It's the Legend/Anniversary/Underworld manor. I'll get an in-game 'wireframe' screenshot asap. [editline]12:10PM[/editline] [IMG]http://i39.tinypic.com/ascb9.jpg[/IMG] Is this what you wanted ? [editline]12:31PM[/editline] [IMG]http://i40.tinypic.com/35bwc2g.jpg[/IMG] ^ An example to show how it 'sort of' goes away with light. I don't get it!
light_dynamic?
Maybe do mat_fullbright 2 and see if the fault is on the actual lightmaps?
Post a compile log.
The archutecture is amazing i must add, keep up the good work :v:
This is goings to be awesome dude! Keep up the great work, I'll try & find Hillary so he can try to help you :P
He is talking about the white lines in the darkness and to my knowledge it is caused by the anti-aliasing system used in source I don't think theirs a solution to the problem but don't quote me on it.
[QUOTE=dalach;21283790]Thanks for the comments guys. [IMG_thumb]http://i43.tinypic.com/oqvlnl.jpg[/IMG_thumb] Anyone know whats causing this?! It only happens in 'dark' areas- I have made the whole foyer in darkness so you can see the problem on a grand scale. :ninja:[/QUOTE] It's an issue with the Source engine, AFAIK there's no fix for it, sorry... [editline]07:59PM[/editline] it's got something to do with the way visleafs are cut or something like that...
oh ya! the croft manor is freaking awesome. cant wait till you finish it :D
Thanks everyone. :dance:
Great brushwork! I cant even think of a solution to that lighting issue, hopefully you figure something out.
OMFG dude if this is your first peice than you were born with a gift its truley amazing work ..... possible to get a redirection to the tutorial pages
I'm sorry, but this map is going to fail. Your brush detail is so complicated that it's creating thousands of visleaves, where it should only be creating 20 or 30, leading to insane compile times and extremely poor in-game performance due to the sheer number of brush faces. You're probably using a large chunk of available compile resources in that small area, which means that you won't be able to make it much bigger at all. You also don't know how to properly make stairs. This is the correct way to make stairs (pardon the huge image): [img]http://img694.imageshack.us/img694/4803/88302781.jpg[/img] This is actually HL1 hammer, but the purple brushes should be func_detail and the blue texture should be nodraw. You made them the improper way: [img]http://img441.imageshack.us/img441/8562/59103327.jpg[/img] which causes several dozen viscuts and creates many more portals, which increase compile times exponentially and waste compile resources. I have to suggest you put on the brakes on this map until you learn proper map building and optimization techniques because you're quickly heading down the road to disaster.
No way. I was just re-creating the stairs as such. XD Thank you though. I'm going through everything I have already made, making alternatives and replacing them with the optimized versions. I wish I knew about this sooner. Your help is really appreciated!
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