Originally posted by -reaper-
-the underground could take some more eyecandy (maybe more detail objects, lightboxes, etc.)
Yea, I will add some stuff there for final version.
-the trees look a bit blocky, maybe you could add more sheets to them if the framerate allows it
Trees are meshes, and meshcounts are already at the limits, so I doubt I'll do it
-those gasoline canisters in the underground should explode when shot
They are empty
-those light 'sticks' near the buildings look a bit weird, there are coronas but there's no lightsource
Ay, I'll fix this
Originally posted by StyxSurfer
For your next map, how about exploring the "battle over river" concept some more...? I think it holds great potential... If I could decide, I'd say delete the whole underground level and make the river area more detailed That's where all the action is anyway...
Details that are at interiors dont affect detail levels I can have around river, so even if I deleted whole undeground, it wouldnt add any noticable speed to other areas.
But that may be a bit too drastic, being all the work you've put into the underground level...
Naaw, it wasnt that hard
Other feedback: The trees look a bit odd, like they're all lit up and everything else is dark. Could be my vid. card though...
All in all, great map dude!
Yup, trees show weirdly lit on me too, propably because they are meshes. If anyone knows how this could be fixed, help would be greatly appreciated.
Originally posted by Jaymian
And maybe the building up top too. Maybe like some desks and filecabinets or something. The only thing was the fence texture could use some downscaling. I've never seen any that big
I will put some work on interiors, and you are right, fence needs scaling down.
Thanks for the comments everyone.
V