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Old 09-25-2010, 12:34 PM  
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Since one of the problems plaguing my artpass contest entry was the issue of shoehorning the Khmer theme onto a layout that didn't really suit it, I decided to begin work on a 5-pt Control map specifically for the Khmer theme. This won't be fully Cambodian (that'd be boring), so it'll be a blend...
 
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Old 11-15-2010, 01:10 PM   #30
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Quote:
Originally Posted by Acumen View Post
haha, that scene seems familar
At least these pillars are from a certain bond movie, am i right ?
Tried to base my cpoint entry on that but failed horribly
Looks very nice, but like dabeatz said, kinda straying away from the original theme, I guess.
Nothing bad, just implying that the name might not be too fitting anymore ?
Dr. No.

[edit] I changed it up a bit... I didn't want it to be exactly like that. And avoided a watery nuclear pit cause I felt the resource hit would be unnecessary given the location is out of the way, but has windows that might let the water render when it wasn't needed.

Maybe straying, I dunno. This was the plan in my head from the start, but names are an easy change. I think in the end it'll probably be fine.

Kep
 
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Old 11-15-2010, 01:32 PM   #31
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hehe, knew it - went through my james bond-reference folder to doublecheck !
I just wish your updates would be faster without the long creative pauses

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Old 12-30-2010, 03:20 PM   #32
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Hadn't had time to work on this until a couple of days ago. Detailing on A4 in progress (2nd point and 1st point with doomsday drilling machine, respectively).




Horrible, horrible lighting. Don't worry, I'm fixing it. Going to completely remove the point_spotlights on the little lights since they look awful outside.

Also, the announcer never says "Time has been added" when capturing points. Why would this be? What setting am I missing?

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Old 12-30-2010, 04:02 PM   #33
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Oooh, I thought this was scrapped, glad to see it back and even more shiny.

Will you be releasing the models anytime soon?
 
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Old 12-30-2010, 04:24 PM   #34
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Honestly I keep forgetting about it.

The vines and trees still need some significant UV work/reskinning before they're release quality.

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Old 01-03-2011, 09:17 PM   #35
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Making more progress. Nothing truly exciting yet, but will be moving to B1 after I release A4.






The lightbulbs under the ramps have since been changed. And strangely, I somehow failed to take any screenshots of the stuff that actually looks khmer-esque. Heh.

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Old 01-03-2011, 09:36 PM   #36
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Ah I see, I was just curious.

It's looking good, I'm excited to play on this map.
 
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Old 01-06-2011, 09:54 AM   #37
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Doh. Hit the brush and texinfo limits (both of them). Should be obvious why: I did a lot of brush-based stone blocks.

On the plus side, I have plenty of room for models, so I'll convert a lot of the complex and repeated brushwork... stuff like stairs, doorframes, windows, stone detailing, wooden ramps, etc. I plan to use existing textures as much as possible since custom textures eat up packed file size fast. Also on the plus side, it means I can make these slightly more detailed and less brush-like.

None of them should be complex, but I probably won't be able to start until the weekend.

Oh. And I also reduced the number of custom textures, so hopefully the download will be about the same or smaller, even with the new models.

[Edit] Also fixed the "Time has been added" voice thing (needed to use addtime, not settime).



Still left at this point:
  • Optimization tweaks
  • Lighting tweaks & fixes
  • Skybox
  • Soundscapes

And of course, tons more playtesting for playability... but at least it'll be pretty to look at while you do it!

Kep
 
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Old 01-06-2011, 09:56 AM   #38
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Ohh, this map. Looks awesome, can't wait to play it

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Old 01-06-2011, 11:47 AM   #39
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Nice ramp. I was trying to think of a way to do a similar thing before I put Altar on hold.
 
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