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Old 04-22-2010, 07:42 PM   #121
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lol.. that is indeed rather funny and yes I did have a lot of it done around 2.4's release. But I never made any promices about it's release (till now). Quote me -> It'll be in 2.5

I was gonna make a jornal for those who dont go on FF forums to see something being done.. and I still might. but just for you guys I'll put a few pics here.

It works really well, fps is good and seems pretty balanced with even teams. Needs a bit more work for the release but I'll have loads of time for that stuff within a week's time.





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Old 04-22-2010, 07:44 PM   #122
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Elmo I love you D: D: D:


no homo but damn those screenies are hot.
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Old 04-22-2010, 07:47 PM   #123
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yawm i love the looks, clean textures, cool lightning and cool details, not just a port, good job so far.
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Old 04-22-2010, 07:59 PM   #124
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I'll see your screenshots and match you these. Sorry about the huge size, I couldn't figure out how to shrink down the photobucket images in forum code:


circe 2005:








circe 2008:






Personally I prefer the 2008 lighting myself. Any chance of using that light_environment?

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Old 04-22-2010, 09:03 PM   #125
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Personally I prefer the 2008 lighting myself. Any chance of using that light_environment?
Straight down and near-fullbright?
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Old 04-22-2010, 09:14 PM   #126
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Damn Elmo, that's sexy.
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Old 04-22-2010, 09:41 PM   #127
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Quote:
Originally Posted by squeek. View Post
Straight down and near-fullbright?
No I mean the orange-ish hue to match the cloudy sky and evening time skybox, it blends well. If you think it looks like fullbright, you're blind. There just aren't that many shadows because of the angle of the shots. More shadows is easy, just change the orientation of the light_environment closer to the horizon.

I mean no offense to Elmo's work, the mapping is great, but the lighting has a slightly intense yellow-greenish hue that looks like a stock value for many HL2 maps paired with a grey cloud overcast skybox texture. It's not as extreme, but this is basically the same mistake the original version of palermo made. It either needs a light_environment change, a skybox change, or a combination of the two.

Keep in mind, I understand this is a work in process, just a little concerned about defending this lighting scheme / skybox combo as a final version.
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Old 04-22-2010, 09:48 PM   #128
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That's fair.
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Old 04-22-2010, 10:30 PM   #129
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yeah there's been a few convos about the skybox on the beta forum which I never did get round to doing. I like the look of that colour and skybox so I'll certainly try it if i can find it along with the ideas on the beta forum.

Indeed, although mostly done geometry and core style wise, it is still a work in progress but thanks for the kind words so far ppl
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Old 04-22-2010, 11:01 PM   #130
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for me the light_envoirment looks great judging by the pictures, goes along with the sand and green bits, but ye the old palermo version light_env sucked a bit :P, now its fine.
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Old 04-22-2010, 11:04 PM   #131
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Elmo: Well I can't tell everything from these shots, but I notice the light value is high enough so that you get that slight overbright effect in areas. If you like the skybox, fine, but my point is intense yellow light combined with overcast grey clouds don't really mix.

EDIT: Unless there's an obvious spot where the sun is coming through an opening in the clouds (something I can't tell from the screenshots).

zE: Yeah palermo looks fine now, but the original was a nightmare in terms of lighting perspective. It had an intense oversaturated yellow-greenish light combined with a dark greyish blue skybox with the sun smack dab in the middle of a dark nimbus cloud. Not only was it ugly, it was nothing you would ever see naturally occuring either.

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Old 04-23-2010, 01:53 AM   #132
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Maybe I should leak some new Palermo screenshots, too. I changed the lighting again.

Looking at these screens (and I guess I should look at the map again to verify), I think the ambient level could be darker. Neutral environment lights are always better, especially when your textures have so much of one color. Lights should not have a color, o much as a temperature. I'm not fond of the greenish sand that serves as the path.
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Old 04-23-2010, 03:23 AM   #133
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Quote:
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Maybe I should leak some new Palermo screenshots, too. I changed the lighting again.

DEV JOURNAL
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Old 04-23-2010, 05:16 AM   #134
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Quote:
Originally Posted by CrazyCarl
Lights should not have a color, o much as a temperature. I'm not fond of the greenish sand that serves as the path.
Well yeah, but when push comes to shove, you have to enter in specific colors for your light_environment. I take a less dignified, but effective approach and just browse screenshots of other Source maps on fpsbanana until I find one with lighting I like, then steal their light values.

Also I agree, the path is something I missed. The green path is a little counterintuitive because typically you would expect the main path to be the most worn-looking area in the map, not where grass is growing. And I admit this stuff is nitpicky, though lighting can affect the whole mood of a map.

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Old 04-23-2010, 11:57 AM   #135
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yeah, a dev journal would be the way to go imo.. let's get some p.r. out there!
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Old 04-23-2010, 12:53 PM   #136
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I'll get some up with my previous & current workings sometime over the weekend.
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Old 04-23-2010, 02:20 PM   #137
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the greenish sand have a purpose imo, that sand texture is uber reflective, the greenish part is less reflective so you can see your path a bit better.
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Old 04-23-2010, 02:45 PM   #138
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The green path will be changed to a brown or grey texture when I get round to making the texture for it.
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Old 04-23-2010, 06:01 PM   #139
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That whole mid section around cap 3 looks tiny. It could be just the angle from the pictures but it looks like a solly could do a single rocket jump across the canyon.

Plus now you're letting people cross from up top? Doesn't that sorta defeat the purpose of a bridge when all anyone has to do is take a side route (and just as easy to take), for O and D?

In TFC only the concers could take that upper part and not take damage, now any old class can run up there, even build sg's up there.

And on defense that was a spot you could get out to get number 3 turn the tides, now any offensive player would have to contest with potentially the entire enemy team going that route, and I see sg's being built there.

Not a huge fan of that idea. The only ways across should be the bridge, the tunnel and the ladders out of the pit.
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Old 04-23-2010, 06:02 PM   #140
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Very nice elmo, this was one of my favorites in TFC, and I'm glad this map is coming together well.
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