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While hls03amrl features a "new room" in order to have more detail where it would be just long ducts ( due to the maps not being actually seamless ), the rest of maps doesn't have anything like that, so sometimes it gets even boring going across long pipes / corridors.
Ideally, we should give them more detail in the sense of making unique "mini areas", which can have a lot of potential.
Of course, this will depend on each map, as those being close to the entity limit will not be able to have a lot of detail.
Anyone interested in helping, feel free to leave a comment, and I will deliver an edited VMF with only that zone.
This can be done either on GoldSrc or Source, I can take of adapting the textures and proportions later.
Just don't go overboard.
The text was updated successfully, but these errors were encountered:
Updated OP with a list of places to improve. One candidate already started work, and hopefully more to follow.
However, I might have to drop this for the V3 release. Time will tell.
While
hls03amrl
features a "new room" in order to have more detail where it would be just long ducts ( due to the maps not being actually seamless ), the rest of maps doesn't have anything like that, so sometimes it gets even boring going across long pipes / corridors.Ideally, we should give them more detail in the sense of making unique "mini areas", which can have a lot of potential.
Of course, this will depend on each map, as those being close to the entity limit will not be able to have a lot of detail.
List of areas to add more detail: https://docs.google.com/document/d/1sJ-EKVoT8YM5iKE_EOsyXZbGAdjd8bNkfMx4dp5aHAw/edit?usp=sharing
Anyone interested in helping, feel free to leave a comment, and I will deliver an edited VMF with only that zone.
This can be done either on GoldSrc or Source, I can take of adapting the textures and proportions later.
Just don't go overboard.
The text was updated successfully, but these errors were encountered: