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[MAP] ffa_skylap
PostPosted: Sun Mar 02, 2014 10:08 am
by zeromapping
Re: [MAP] ffa_skylap
PostPosted: Mon Mar 03, 2014 8:46 am
by fug
Looks good so far.
Like the huge window.
Dislike the middle pillar in centre of floor.
Re: [MAP] ffa_skylap
PostPosted: Mon Mar 03, 2014 10:38 am
by zeromapping
Dislike the middle pillar in centre of floor.
why?
This pillar adds more tactical possibilities
I don't see any reason to do another simple box, which is different from other maps-boxes only design.
Re: [MAP] ffa_skylap
PostPosted: Mon Mar 03, 2014 1:45 pm
by fug
I know its an FFA/Free map, but generally obstacles in the middle encourage players to run away, I guess atleast you can get over this one, columns are worse.
Re: [MAP] ffa_skylap
PostPosted: Tue Mar 04, 2014 2:35 am
by zeromapping
who knows how to fix this light bug? i use sunlight_shadow_control:
light_environment have standart options:
all big static models have this options:
Re: [MAP] ffa_skylap
PostPosted: Wed Mar 05, 2014 2:54 am
by fug
Are you building cubemaps?
Re: [MAP] ffa_skylap
PostPosted: Wed Mar 05, 2014 3:50 am
by zeromapping
yes but it is not help
for some reason buggy sunlight_shadow_control, i deleted him from map, and all good, but sometimes the shadow of the player behaves strange turns in the opposite direction from the sun
berimbau_spawn and info_player_start entity does not work, player reborn in the center coordinates, or is it because I run the map from the console
Re: [MAP] ffa_skylap
PostPosted: Thu Mar 06, 2014 3:00 am
by zeromapping
Re: [MAP] ffa_skylap
PostPosted: Thu Mar 06, 2014 8:59 am
by zeromapping
light effects don't work...like a particles, none of particle entity not work
try to make a particle effect using entity smoke, but I'm afraid that will lag
Re: [MAP] ffa_skylap
PostPosted: Mon May 12, 2014 2:12 am
by zeromapping