Page 4 of 10

Re: ut4_bus_stop

Posted: Fri Oct 21, 2011 8:38 am
by Delirium
Its a bit hard to see the updates in quality without raping my internet downloads, any chance you could post a video and maybe 1 or 2 images with major differences? Cause after being disappointed by other maps and videos a couple of times I'm less likely to push the play button if I don't know you

Re: ut4_bus_stop

Posted: Fri Oct 21, 2011 10:26 am
by xandaxs
Hmmm, I like that glass! Yummy :)
Mind if I use it?

Re: ut4_bus_stop

Posted: Fri Oct 21, 2011 1:31 pm
by johnnyenglish
@del - no - lol

xandaxs - no problem help yourself from the alpha version - there's 3 kinds of glass in there I think.

Re: ut4_bus_stop

Posted: Fri Oct 21, 2011 2:03 pm
by xandaxs
I want the 1st one you see on the video <3

Re: ut4_bus_stop

Posted: Mon Nov 07, 2011 10:00 pm
by Delirium
You should copy/paste the "skip" shader and rename it to "hint_skip" then find/replace skip with hint_skip. you will then be able to filter hints with ctrl + H rather than filtering translucent.

Quite a few of your hallways are a bit tall, you should try reduce a few of them or maybe add in a LOT more trim, upper and lower trims so that the walls don't seem so "spacey"

The metal fence by the ticket booth should be nonsolid but player clipped instead of being solid.

Not sure I like the blue metal texture, seems weird and doesn't fit.

The head height ledge in the arrivals section should be clipped so its rectangular so you can grab on the ledge.

I'm thinking with the glass at the cafe, you should make each individual plane a func_breakable, but set bombable to 1 and the type to glass. that way you can shoot through it but it wont break. I seem to hate glass which you cant shoot through :x Make sure you don't select all of them and make them a func_breakable together, just do it manually for each individual plane.

Other than that, I think the layout is great. The spawns might need to be spread out, cause they only seem to have 1 exit each.
on the note of spawns you should have 16 spawns for each team :)

Re: ut4_bus_stop

Posted: Tue Nov 08, 2011 10:02 am
by johnnyenglish
Hey thanks for that Del, that really helps a lot.

deleted.png


I've deleted the shops and ticket areas (with the big roof) and I've started to rebuild that section. I agree about the blue paint, I did try to change it once but Rylius nagged me to put it back, I think it needs some love to make it look better. I'm remaking all the railings as a model which is boring and I've used raynes metal texture for this, it looks pretty nice and might make a good replacement for the blue.

I hate the upper corridor with the glass ceiling and I'm close to remaking all that as well, perhaps with a curved ceiling, I've been looking for an interesting reference picture before I do it.

Great tip about hint filtering, I'll do this.

cafe.png


The cafe and the hello shop is a single model at the moment, it's just got a massive lump of weapon clip over it.

Re: ut4_bus_stop

Posted: Tue Nov 08, 2011 5:53 pm
by karabounga
what courage ..... you impress me

Re: ut4_bus_stop

Posted: Wed Nov 09, 2011 6:34 am
by johnnyenglish
I've rebuilt the ticket area, made it more sliiiiinky than the old boxy one. Also lowered the ceilings in the departure corridors

shot0033.jpg


Also made a video of half the job


Re: ut4_bus_stop

Posted: Thu Nov 10, 2011 8:53 am
by johnnyenglish
updated video in previous post for those that like videos.

Re: ut4_bus_stop

Posted: Thu Nov 10, 2011 6:28 pm
by xandaxs
that blue glass in the begining looks neat! :D

--> You can badly see trough the other glass thoguh, the one in the stores :/