(WIP) Minipuzzles 3 - The Late One
EDIT: Okey the first chamber is now 90% ready. It's over four times that big that Cubelogy was and it keeps inside two puzzles, one is how to get something to somewhere, and another is flinging. But fear not, both puzzles are easy to do, but (hopefully) little tricky to solve how to do them! These aren't as clever as the my other maps puzzles (IMO), but this is more visual map that keeps great atmosphere.
Here are improvisations:
-Lighting
-Desing
-Ambient and music
-Details
Edit: Whup, There it is.

The metal block textures are inconsistent in some places. For example, the big block marked in the image below has smaller blocks on the bottom. It might look better if you put a big block texture there also. (It doesn't matter that the big block texture would be cut off, because it's an inner corner and the rest of the block is presumably hidden behind the other blocks below it.)
It's not such a big deal; if you don't feel like fixing that, that's OK. It looks nice already.
Sorry for that many messages, but I wasn't managed to get them in one message. But BTW, do you know how to fix that, that I see the seams of the skybox in the reflection?
penapappa wrote:
[...] But BTW, do you know how to fix that, that I see the seams of the skybox in the reflection?
Did you place cube map sample points in the map? That usually reduces this effect, although it doesn't seem to go away completely, especially on glass textures.
Remember to run "buildcubemaps" in the game after compiling.
(By the way, the second image with all the light beams looks cool!)
Anyway, the edges of the 6 images of a cube map never seem to match up seamlessly. In cases where this effect is really obvious and annoying, you might try to move the sample points around a bit, or change the cube map texture resolution.
(I have once taken the rather radical approach of binding a glass surface to an env_cubemap contained in a black box outside the map, because I couldn't get rid of those seams. This is not ideal of course, as it disables reflection for that surface.)
double post p0rtalplayer wrote:
:shock: double post
to be honest, double posts are ok here (mostly)
better than no posts 
p0rtalplayer wrote:
lol. this forum =
it's normally active.
much moe than MAL 