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The Brain Dead Union Super Pack!; With everything you'll need!
Topic Started: Aug 26 2010, 04:17 PM (3,937 Views)
The Gobo
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Union Escapee
Well that was kinda my thought before was that we don't really need a receptionist do we?
Wouldn't it be safer just to have someone just in the pillbox at the ready?
Regardless, that's a stunning lobby.
I may have to get some scaffolds to clean the globe though.
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FZE
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He Makes Things
Oh, and the machine that compiles this map with full lighting will be the computer version of this man:

Posted Image

And the mapper who builds it will not be me, because I can't optimize a map, and if you can't optimize a map, your map will never be. I swear to god I spent six hours just now trying to get the fuckity thing to compile, and when I finally did, do you know what happened? Every surface decided it needed its own light from the hole in the roof, so the fucking place is polkadotted, the seams in the walls are now cracks that the sky is visible through, and there is a thirty-meter protrusion from one of the stairs, jutting out into the middle, that neither exists in the map editor nor in the actual geometry of the level, but is nonetheless visible and casting shadows. You cannot touch it, you cannot put things on it, but fuck if there isn't a boat-sized, candy corn-shaped thing coming out of some random fucking stair, all because I haven't properly accommodated the rendering engine.
Edited by FZE, May 4 2011, 06:11 AM.
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The Gobo
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Well I know absolutely nothing about mapping, if that wasn't already obvious,
might there be assistance found on FPS?
I'm sure someone's had some kind of similar problem like that before.
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Chris
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Union Master General
You may already know this but I convert complex looking brushes into func_detail seriously cuts down the compile times in Hammer. Sure as hell did when I was putting together the recent version of the Union map, my PC is preity meaty but Hammer decided to turn its toes up whenever it tried to compile it.
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FZE
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Fuck details get brushes

Anyway, this is what the lobby looks like now, and I have one concern.
Posted Image

It's awfully stonking big.

Fortunately the thing didn't make a stink about compiling without a viscluster, so I guess we're in the clear.
Edited by FZE, May 4 2011, 05:26 PM.
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Chris
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Seriously man, I'm in fucking awe at that right now...
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FZE
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Current state:
Posted Image

My ideas for colors and textures. The 'water' at the moment is glass, until I make a custom water texture for the fountain, and the walls are generic Valve plaster but I'm going to make custom plaster, and thought I'd use those colors. Alternately, we could go with all black marble instead of having the creamy marble, and have the walls be green versions of those colors, so we'd get more of a dark BDU look instead of just a lobby

The planters are four different textures, to see which everyone likes best. I might also try a plaster on those.


Edited by FZE, May 5 2011, 03:24 AM.
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The Gobo
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Union Escapee
As far as the planters, I think the black one looks the best.
That and it'll be easier to clean.
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Flashlight
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????
That's pretty damn impressive FZE, and mostly fast. Very fast.
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The Gobo
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I'm a little curious as to if there'll be a kitchen and what it'll look like.
Also: Just out of curiosity, they unlocked content to several games I don't own,
most notably Dsytopia and Age of Chivalry.
I just got done today going through the various models and props for the various games and I must say that Zombie Panic, Age of Chiv', and Dsytopia all have props n' such I think would be nice to have in the building.
The only problem then would be to have a not indicating that one has to have those extensions opened in-game before booting the level.
I bring this up as my question pertains to it,
Would it work to decorate the offices with those props once the whole place has been finished and then release as a full map?
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