12345 - de_terrace_hill

A Work In Progress for GameBanana

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Also note, everything is prone to change, I am still rethinking some objects that you might see (because their purpose right now is just for the layouts sake), and I haven't created the whole layout as you can see. Also, any suggestions by you will be welcomed :) - 09.01.14 - New screens uploaded. - 11.01.14 - New screen uploaded, prog. jumped to 70%, B site is yet to be made. Map is due for play-testing soon. - 12.01.14 - new screen added, old removed, nearing completion, 80%. - 13.01.14 - New screens added, this time in game. First compile has gone smooth, lighting is just for technical purposes so it will be changed. Detailing and sound adding still remain, and a new skybox is in plan. - 16.01.14 - New screens up, this time, added more custom models added and some were changed, skybox, the lighting. I'm testing it as I press forward, optimization and gameplay. A site has been made, but B is still a bother, hope I figure out where to put it soon. Stay tuned. O, and the name will be de\_terrace\_hill - 22.01.14 - Lighting has been adjusted, and I got rid of the green color that was plaguing the map. Started redesigning B site, and after that is finished, the map will be ready for a full blown gameplay test. Till then, cheers. - 26.01.14 - New screens up, beta testing begins. (95% complete) - done. - [de\_terrace\_hill](http://cs.gamebanana.com/maps/178842)
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  • NaitsirK di Fire avatar
    NaitsirK di Fire username pic Joined 9y ago
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    5y
    > **Posted by PipBoy157** > maybe make the light a bit less yellow? done that.
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    PipBoy157 Joined 6y ago
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    maybe make the light a bit less yellow?
    Bananite
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    > **Posted by shash7** > Whoa mate looks groovy right now. thx mate, you will get the first copy of the beta asap :) Btw the screens are old, Ill upload new ones when I get home. I intend to release it on my #21 birthday.
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    Whoa mate looks groovy right now.
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    Got no fuel, running on pure a
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    5y
    > **Posted by sToP !** > Arhitecture looks pretty good as always...just a thing to add here...the green roof should have an edge (not just end where the building ends...make it a bit more longer and try to do something like in de_inferno,with a water gathering pipe (idk the english word for this) ) Hmm, nice idea, but I won't be able to move the roof over the building because I won't be able to optimize it, it would leave gaps which will affect VIS braking of the map. About the drain pipes, yep, I might add that :)
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    5y
    Arhitecture looks pretty good as always...just a thing to add here...the green roof should have an edge (not just end where the building ends...make it a bit more longer and try to do something like in de_inferno,with a water gathering pipe (idk the english word for this) )
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    > **Posted by SpiritVII** > --- > **Pros:** > > - Geometry/Architecture > - Detail > - Consistency > > **Improvements:** > > - Lighting direction should match the skybox > - Environment lighting color should match the skybox > > --- > > > My suggestions would be to take the saturation down quite a bit on the env_lighting and change the skybox to more of a "warm colored" envmap > > Just some friendly constructive criticism :) Keep up the good work! Always nice to know the opinions of others :) > **Posted by Wheatley_** > Are you using VHLT?
    > Map have really nice shape, can you upload overview?
    > WPoly looks good, did you made hint/skip brushes?
    > Streets looks little empty, you can add some boxes, benches etc. :)
    > I love that rounded roof. Yep, VHLT 3.0, and about the overview, Ill upload it soon. The w\_polys are good not because of special textures but the way I designed it for VIS to cut, it is actually got a lot to do with heights. About the props. Well... It is GoldSrc after all, so I must be careful when placing dozens of props, the engine ain't meant for detail like Source for example, but I'm still filling the map bit by bit. The rounded building. Hehe, one of the best structures Ive built till now :P
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    5y
    --- **Pros:** - Geometry/Architecture - Detail - Consistency **Improvements:** - Lighting direction should match the skybox - Environment lighting color should match the skybox --- My suggestions would be to take the saturation down quite a bit on the env_lighting and change the skybox to more of a "warm colored" envmap Just some friendly constructive criticism :) Keep up the good work!
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    5y
    Are you using VHLT?
    Map have really nice shape, can you upload overview?
    WPoly looks good, did you made hint/skip brushes?
    Streets looks little empty, you can add some boxes, benches etc. :)
    I love that rounded roof.
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    5y
    > **Posted by Wheatley_** > It looks great, nice brushwork :)
    > I like balconies and lamps - it gives some reality to map. Nice smooth rounded doors.
    > But what I don't like : lighting - it's too green for me. At first screenshoot everything looks nice-brown-smooth, but next screenshoots are brighter and lighting is more green - I don't like that, but maybe it's just me :(
    > Anyway, good job. I'm looking forward to it. Well, as I mentioned in the Author's Readme/Notes, the lighting is just for technical purposes, so it will be changed, and some parts of the map still need to be lit up. Thx for the comment, and the sub :)
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