forest_river is a old map I’ve been working on for a while now.
Since I only work on it from time to time I figured I could make a thread to post progress as well as cover miscellaneous topics that arise while working on the map.
Here is the last compiled version (compiled a year ago):
Since then I’ve migrated to a 2013 setup involving creating a custom mod to better manage the maps custom content. I also use custom compile tools and Gmods version of hammer along with a complicated compile setup. For this reason I haven’t made a compile yet this year.
ttt_forest_river (day, priority on optimization)
zs_forest_river (night, priority on optimization)
gm_forest_river_day and gm_forest_river_night (unoptimized versions, HDR compile, better quality custom assets)
[editline]19th August 2017[/editline]
To HDR or not to HDR
Tell me this: Are the above screenshots compiled with HDR, or not?
[sp]Answer: Nope, no HDR[/sp]
HDR is often exaggerated in its effects on a maps visuals. Results that are almost indistinguishable from HDR lighting can be achieved with smart LDR usage, while reducing the .bsp filesize significantly!
The seceret to making your LDR maps not dull and washed out is this: increase your lights’ brightness! Like, double it, add a zero or two! It can take some time to hit a sweetspot, but once you do you have achieved lighting that looks like HDR, but but actually is cheaper both on filesize and performance. (these setups still look good if you decide to make a HDR compile later down the line)
New updates coming soon!