Mapping updates for this Sunday’s playtest
We’re resuming playtesting again this Sunday with some mayor changes in game play and also the final version of Russia will be played as well. I released images of it a couple of months ago and after a lot of valid critics all around the web about the lighting being off I decided to take a look at what the problem was and I also got help from Robert Briscoe as well getting it back to the original mood and lighting which in the end made a huge impact. The main problem was that the map was made lighting wise on Half-Life² Episode One settings, and to get the lighting to work in Epi1 I had to fake a lot of stuff in order to make it look realistic. Because we did a move to Orange Box in between those settings stayed and they didn’t look the way they did on Epi1. So I basically had to redo the entire lighting of the level with the new options Orange Box had to offer: -StaticPropLighting, -StaticPropPolys and -TextureShadows which makes things look a lot better.
I also added the new game play spawn system which now should make the game action packed from start to finish and give for much more intense battles. I’ll be recording and releasing a video of that soon enough now. This being done I can now focus 100% on Styx again and more of that will be shown soon enough as well.
Here are some quick screenshots of the final Russia level:









And here is the changelist of the final Russia for this Sunday:
- Added a displacement dirt layer on the bottom of the sub dock and also made it less deep
- Added some more cover objects in corridor between medlabs and armory
- Revisited the lighting to be more realistic and more to the original ND version
- Split up submarine dock railings into separate parts for lighting purposes
- Changed seams in submarine model for lighting purposes
- Now compiled entire level with -StaticPropLighting, which has a much more detailed lighting on all props
- Removed all “info_lighting” (faked lighting) props, redundant with the -StaticPropLighting setting
- Removed one sprite per florescent light model, used to be two
- Removed two lights in both Rogue spawns, where left overs from epi1
- Fixed corridor texture alignment between missile silo and armory and added some more detail to it
- Updated spawns with new game play settings
- Updated minimap image for ol_russia, removed the yellow outer overlay as it didn’t look good on the hud
- Updated floor connections between armory and rail tunnel, a bit more detailed
- Updated connections on all 3 sides of the missile silo, made it look that they are 4 blast doors that can seal the area
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