things like that should be models parented to a square door anyway, and vertex would do more bad then good in this situation if i would make a door like that, i would first make it in brushes, and when the map is nearly complete i would model a prop for it
Modelling and skinning is pretty hard though, especially without the huge tools which can only be downloaded.
On what basis? I'm pretty sure parenting things has a far bigger overhead than just making the doors the shape you want in the first place.
He said 6 doors, 20 brushes each. Assuming each "door" is in fact a pair of doors, then he could lower it to 9 brushes per pair with that design. Really, that's nothing.
I know, people just got epic-confused and hurt themselves. I was just waiting to see how long it would take for someone to realise. His post was unclear though
If you draw a line through a brush and the line touches the outside of your brush more than two times, the compiler would print an error. So vertex manipulation are a no no for that door.
i found it easier to explain as: if the shape has an inner corner larger then 179° or an outer corner smaller then 181°
Exactly =) Well, it should be possible, I think I'll post a pic later. --- Does anyone want to try an Aplha version of the map? That wouldn't be playable on a server of course (due to missing parts like proper map overview/resource file, etc).
Some new WIPs.: (By the way the missing part in the first screenshot below the sign is an areaportal, which hasn't been adjusted yet ) Work in Progress (Middle of city, Trainstaiton outside) Work in Progress (Middle of city, next to Trainstaiton entrance) Work in Progress (Middle of city, Hotel)
Your buildings look a bit boring at this moment in my honest opinion, perhaps you could add some more relief to the walls, add some decals and the likes... maybe you already decided this, but i am just giving positive criticism!!! do not hate me for this please! i bet it will look very good when it is finished
I am happy about any comment that has a kind of suggestion in it, most of the "usual" comments to maps are like "Yo map is shiz!" "Yo map rox!! 10/10". Hm yeah, I planned to add more decals, the hotel and the brick building shown in the pictures are still "very" wip and without any decals or overlays yet. Thoug suggestions what you would like exaclty are welcome, since I don't have that much ideas how to design builings with that limited amout of textures empires and hl2 provide [and I have to agree that the buildings need to be more interessting, but without the cost of a high fps drop - the map should be able to compile in the end, too]. By the way if you are interessted in the fullness of the map: http://nopaste.info/f4bd4c24d4.html [Compile time is 3sec,3sec,51sec (lightscale 128) by the way =P]
I will post some buildings i made, to show you what i mean but not now, i have my drivers license passing celebration party now
Still waiting for pics, blizzerd :D This time I don't have much news about the map to post except that I don't have much time to work on it atm [only set up my hammer for ob emp...] :/ Probably I'll release an aplha even though I first planned not to do it (alpha as in having blocks as replacements for many buildings).
I don't like the idea of teleporters thematically. Consider that APC spawning might be a good alternative. I like the idea of an objective-type map like your idea sort of is. You have to access control points to advance the plot of the map which would be novel for Empires. It gives a strategic dilemma--advance the plot to get a significant advantage, or just try to win more directly. Looking at the sketch of the map, I see lots of streets with small rooms, so there'll probably be lots of corridor style battles like District and Streets of Fire. I think for advice there, and on adding special features, I'd spectate through some Streets of Fire games.