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jump_detonation for Pyro (WIP)

John

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dam every1 hatin on dev textures where did i go so wrong???? i hate u all

However you can't just use dev textures without some consideration.

1. Your textures must be consistent, mainly: teleporting/unshootable/normal geometry should be textured distinctly (just not using the same textures). I think you're fine on this part.
2. Do not use a greyscale texturing palette. It really makes a map look bland if it doesn't have some sort of non-grey color (your map is mainly white, grey, glass, some grey/white mix for your start/end platforms, and a little bit of orange for doors). Consider using red and blue dev textures to make it look much nicer.
3. Take advantage of lighting. You can slightly alter coloring of textures using the light entity's color, which can help highlight the good parts of your map.
3a. Do not fully rely on light_environment because there will be dark areas if you're not careful with your geometry planning.

Example: my map jump_kpop uses literally just dev textures and I (personally) think it looks acceptable. It helps that I'm not using grey dev for the walls because grey dev literally requires so much more effort to look good than white with lights.

My issue with the map is the light_environment and the grey walls (and also skybox). It's making the map look blandish and not interesting enough. Try playing around with light_environment colors to see if you can get some sort of warmth going with the map.
« Last Edit: September 14, 2017, 03:53:09 AM by John »



False_

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Roffbist

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pants

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Tbh you can just use the environment settings which are used for the official skyboxes (https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List) . They give a pretty good starting point for what works well.