"Temple of enlightment" - Testing to map on CS 1.6 engine.
Hey fellow bananas :)
I got news! We got bots working! Default nav generated is working surprisingly well but I might tweak something possibly.
Thanks again Alberto309 for the info on automatic nav generation!
4 new images from CZ here below with bots in action.
(Bots crouching on the left)
So felt like making a map just for fun to refresh my hammer knowledge but I wanted do it in 1.6 sort of to change up the options.
I will release this maybe within a week (if people are interested). Not sure if it will be playable on peoples machines as I pushed the engine far with content. I got a Radeon 7950 and and i5 750 CPU so it's nothing brutal. fps vary between 100 and 30. Mostly around 50-70
Let me know later how it runs if you try it!
Still got a few issues to sort out.
Thanks to the community for all models. I updated or tweaked them myself in some cases to fit the environment. I also made a few custom textures I needed.
Here is a video showing part of the map (in chase mode/thirperson).
This map reminds me of de_calendar, a remake of aztec for cs 1.6, although the layout is completely different I think.. and yea, I would agree on having more light in the shadow-ed areas.. in terms of realism, this map looks perfect as such.. but it might not go well with gameplay I guess..
1) you could add more of those lamps of fire in dark areas within walls and give it a 'room-lit' ambience.. 2) change the position of the sun (xD) and make the outer shadowed areas less shadowy xD (or improve visibility for gameplay in shadowed areas)..
But on the outset, this is one classic submission ;).. Great design and implementation ! ;)..
EDIT: how about a night or dusk setting, where the source of light is drawn from the lamps of fire only and not from the sky-light ? There would be no shadows and more lighting along every path within the map.. maybe as a night version ? xD.. anyways, just a thought I felt like sharing ;).. peace ! :v..