de_diner

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ehlohel
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de_diner

Post by ehlohel » Sat Sep 10, 2011 1:57 pm

<snip>

I updated a lot of the map. I didn't change much of the diner, but I did change:
-The shack outside.
-The windows on the diner are now much smaller, giving the CTs an easier time defusing.
-The displacements around T spawn, including almost all of T spawn.
-The entrance to the sewers now prevents Ts from sitting in their spawn and sniping, and it also looks a lot nicer.
-Made everything a tad darker
-Made the 3D skybox more tree-filled
-Added some more detail around most things
-Made the fire in T spawn less bright
-Added a "secret"

There's a few visual bugs, but most of the gameplay is refined. I'll have to do some optimization as time goes on, but I figured I'd iron out everything gameplay wise before I dove into that.
The bugs I already know about are:
-A few very minor bugs in how the 3d skybox patches up to the displacements
-Some graffiti decals bleeding through to the displacements above them
-The truck on the left coming out of t spawn that blocks the road has an unexplainable invisible wall. I should change the model or find a different way to block it off so the player doesn't wonder why he can't walk over the foot-high bed of a truck.

Pics: (click to enlarge)

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Last edited by ehlohel on Mon Feb 06, 2012 4:22 pm, edited 2 times in total.
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Re: de_diner

Post by KoD » Sat Sep 10, 2011 7:36 pm

I really like the look of this map, the brushwork reminds me of a classic counter-strike design with source integration.
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ehlohel
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Re: de_diner

Post by ehlohel » Sat Sep 10, 2011 8:28 pm

KoD wrote:I really like the look of this map, the brushwork reminds me of a classic counter-strike design with source integration.
thanks, you helped a lot in the map. forgot to put that in the thread. thanks for letting me bug you almost every day with questions :okayasfuck:
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Re: de_diner

Post by BalthazarMcLovin » Sat Sep 10, 2011 8:49 pm

I'm pretty excited, I like this map. Haven't even played it. The sky looks really sweet. Those tunnels will be lots of fun.
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Re: de_diner

Post by Wolsk » Sat Sep 10, 2011 10:22 pm

YOU'RE WELCOME, EHL. ):>
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Re: de_diner

Post by Erickarkos » Sun Sep 11, 2011 9:20 pm

Is this being put on the server?
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Re: de_diner

Post by ehlohel » Mon Sep 12, 2011 3:34 pm

Erickarkos wrote:Is this being put on the server?
it already is, it's just that I was told for it to be put on rotation it needs to be played during a css night and gain a relatively positive response.
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Re: de_diner

Post by Erickarkos » Mon Sep 12, 2011 9:50 pm

I move that we have a CSS night on Friday to try this map out.
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Re: de_diner

Post by Eviltechie » Mon Sep 12, 2011 9:53 pm

Looks like it might make a good TTT map for gmod too.
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Re: de_diner

Post by Lad Stankfoot » Mon Sep 12, 2011 10:06 pm

Eviltechie wrote:Looks like it might make a good TTT map for gmod too.
oo, that sounds just about perfect.
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Re: de_diner

Post by tehENEMY » Tue Sep 13, 2011 1:51 pm

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Re: de_diner

Post by ehlohel » Thu Sep 15, 2011 5:01 pm

Erickarkos wrote:I move that we have a CSS night on Friday to try this map out.
I'll see if I can get some people on. Hopefully someone will start an announcement.
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Re: de_diner

Post by BalthazarMcLovin » Fri Sep 16, 2011 4:27 pm

This map is so sweet. The vents break, the fire crackles, the water makes sound and the glass cracks.
Also, lights look amazing on this map, well done. Haven't had any actual gameplay on it though.
I LOVE IT.
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Re: de_diner

Post by Dr. Fisch » Fri Sep 16, 2011 6:29 pm

didja make the aircon unit on the side of the diner more obviously like a ladder?
cuz it was a little hard to tell that you could climb it when you had it on the server last
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ehlohel
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Re: de_diner

Post by ehlohel » Fri Sep 16, 2011 6:49 pm

Dr. Fisch wrote:didja make the aircon unit on the side of the diner more obviously like a ladder?
cuz it was a little hard to tell that you could climb it when you had it on the server last
Yes, I actually made it a ladder model laid to the side so it acts as a ramp instead of a ladder.
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