ba_jail_waterbase_v1

Im back and I will work on it later today, I plan on making a 3d skybox and I learned displacements so ya. Here is what it should look like ( I rushed lol)

PS: Sorry for no screen shots and just lame artwork, but I am working on the map and excpect sreenshots tomorrow just to get a taste of it.

dfhisdgfuihefjshf.png
 
The moment you've been waiting for!!!
Screenniieeesssssss!!!

I most warn you though, I did not add everything, I just want to finish the bases first then I will add rooms seperatly :D!

Oh and you don't want to know how hard displacements are, at least it's over with phew.

screenshotsch.png
 
Ewww! Don't make a box around the map of skybox! Only make it so there is not leaks!
 
*Sigh* I have to drop out, because I cannot make it in time.

I'm sorry guys, but I will still work on the map, completion : 35%

*UPDATES*

- Cellblock is on it's way.
- Teleports have been added
- Working on cell block and lights
- A place where climb, maze, bhop(maybe) can been ==>ENTERED<== is on it's way.
 
aww too bad :( but! when your done or atleast half way done i wanna see it! :D
 
Haven't worked on it, but I'm changing some things:

- The base will be a different shape, not just a square, but various shapes
(idk I originaly had just a huge square base)

I might destroy the island, can anoyone help me
make the island shape?
 
the stairs are way 2 steep and big and your doing the skybox all wrong your supposed to just use to seal the map not, make a box around the map.

and you should use func_detail on the stairs to help vis out a bit.
 
the stairs are way 2 steep and big and your doing the skybox all wrong your supposed to just use to seal the map not, make a box around the map.

and you should use func_detail on the stairs to help vis out a bit.

I got rid of the stairs, and the skybox is fine when I play it, can you help me make the island?
 
I got rid of the stairs, and the skybox is fine when I play it, can you help me make the island?

just figure out your shape on paper first than draw the basic layout out in world brushes and than make displacements over-top and start detailing the shape out more.

your going to have to keep the worldbrushes which should be textured with nodraw underneath the displacements since displacements dont stop leaks and vis sees through them.

and i know the skybox look fine when you just surround that map with it but it causes vis to do extra calculations increasing the compile time, and extra light bounces with rad.

and since vis made vis leafs underneath the map and in places that cant be seen the game engine will render more than it needs decreasing FPS when the map becomes bigger and more detailed.
 
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Hey Red.
I've actually been thinking ALOT about map making, but I have one major problem: Resources.
I don't have the resources to make a map, neither the time, know how, or technology to sufficiently run the program.
While brainstorming (While I shouldn't in Math class) I've came up with multiple idea's to make a map, and one theme I came across was underwater.
I don't think it would be a great idea to go into the depth of ideas (I don't want them stolen) but I think that these could fit the map quite well.

So if you are interested in any ideas, contact me via a pm. I have at least 5 game idea's that would be map specific, about 3 area ideas, and one overall map design.

Sincerely, QF

EDIT: I just saw a few more posts and realised you are further than the original post. I would still be happy to give some ideas still, if you need them, I think that they are something to at least listen to, but I'm not going to force you to.
Anyway, have a good day.
 
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