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Other than that, I give you my full praise and hope that this map makes its way into the game :D
Glad to hear you like it. One idea that I have for the gold chest is to add a little island there with a hut, and put the gold chest in there so it's safer to open. I really want it to be in that part of the map though!
About the map maybe going official in the future...
...not sure if you saw this part of the description or not, but I had assumed that not supporting DX8 would be a deal-breaker for it going into the game. Up to you.
Sure, I'll make them non-solid, hadn't bumped into any in testing with bots so it didn't cross my mind :)
Yep, regular lighting without that fog trick should be used, as any official map has to be dx8 compatible
- HDR lighting is very bright, in general lighting could get a major rework so it's more realistic/appealing while remaining serviceable but that's up to you
- there's no fog, suggested env_fog_controller's color values: 30 37 29 (should match that skybox), you'll have to find the right fade distance
- cubemaps broken, probably due bsp packaging so no issue here
- too clean prop wise, specially regarding physics props. Some barrels, crates (static ones too), that crane model could fit there.
Been playing with fog while I'm at it - is fog really necessary? I played around with some different colors and fade distances, but I think it's quite ugly to look out from one of the high areas where the wells are and see the other end of the map covered by a big green-blue-greyish wall of fog... it might be necessary for gameplay, maybe even for FPS, but if it's not I'd much rather not put it in.
Also wondering about the props - I feel like most of the corners of most of the rooms that aren't occupied by a spawn point have props in them, are there any areas in particular you think look too empty?
Thanks for the feedback.
Well, fog ain't mandatory, but if you take a look at any source engine map of any commercial game they use it because it makes distances feel more real, as there was an atmosphere, and any map usually looks much better by having the right fog and lighting usually. It's almost free performance wise too.
On a map like yours were 3d skybox tries to extend in a seamless way though, it can be very hard or next to impossible to setup. So no worries if you decide to leave it out. I'd try something very subtle, using negative fog start distance before ruling it out though. If there're a few spots where fog doesn't look good it won't be a big issue for me.
Regarding places that look empty, here are a few:
https://steamcommunity.com/sharedfiles/filedetails/?id=2151796534
https://steamcommunity.com/sharedfiles/filedetails/?id=2151796309
https://steamcommunity.com/sharedfiles/filedetails/?id=2151796083
https://steamcommunity.com/sharedfiles/filedetails/?id=2151795607
https://steamcommunity.com/sharedfiles/filedetails/?id=2151791461
https://steamuserimages-a.akamaihd.net/ugc/1304305573568040973/7720FC34E0E14C506BFB59BC0443871BF33898FC/
https://steamuserimages-a.akamaihd.net/ugc/1304305573568040989/4F7EABEE6AB25F94BBFD0CA98646EF324664CBF1/
https://steamuserimages-a.akamaihd.net/ugc/1304305573568041009/2A4AF366AAE51952EE39BADB69C7629AEFD9CFA7/
https://steamuserimages-a.akamaihd.net/ugc/1304305573568041018/0667BBA2071C2834F38FD3E146AB4D715B64F31F/
https://steamuserimages-a.akamaihd.net/ugc/1304305573568040961/846AF9C298104E672F3D423DB001D8952C87D13D/
Some screenshots of the changes
Before you update, can you please fix the silent train on Overtop? Off topic I know but the I swear the train isn't battery powered.
Gonna need the map as a .bsp -named just fof_tortuga-, and its vmf (which I won't touch as long you wanna work on your map). I sent you a friend invitation.