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Midrens Map Place
#51
(23-01-2016, 10:40 PM)bluzark link Wrote:
Quote:--- Quote from: Aldric on June 18, 2013, 02:02:13 PM
---Question, is the sound bug is limited to the overusage of fire props or does too much "ambient sounds" props cause the bug as well ?--- End quote ---

The sound bug is purely related to the number of ambient sounds in the scene (caused by scene props with prop_instance_play_sound in a trigger), nothing to do with fire props specificially, or any type of particle effect emitted.

That is correct. Not all fire props have an ambient sound, however, the ones used in the map do have an ambient sound.
DB_BlackWarden - DB_BlackPeltast - DB_BlackKnight - DB_BlackPavise
Alchemist 16 - ArmorSmith 21 - BlackSmith 18 - Alchemist 8
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#52
Updated!
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#53
Updated
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#54
Swadian Temple seems to not be used anymore.
NI maps (The forgotten bay Nordic Fortress / Frosthaven / Medieval fields / River's conflict / Swadian Mines )
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#55
what?
Characters:
Deerheart: Royal ShielDeer | Eikthyrnir: Antlered Legionnaire | Cernunnos: Pavise ShielDeer | CerynianHind: Master of Pelts | Hart_Or: HalberDeer | Furcifer: Warden of the Wood
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#56
(04-02-2016, 02:46 PM)Deer link Wrote: what?

I said that this map potentially need a remake to be more attractive  ;D
NI maps (The forgotten bay Nordic Fortress / Frosthaven / Medieval fields / River's conflict / Swadian Mines )
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#57
i like the map, but as long as the overall theme of the map isn't changed, i would still like it.

Characters:
Deerheart: Royal ShielDeer | Eikthyrnir: Antlered Legionnaire | Cernunnos: Pavise ShielDeer | CerynianHind: Master of Pelts | Hart_Or: HalberDeer | Furcifer: Warden of the Wood
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#58
(04-02-2016, 06:55 PM)Deer link Wrote: i like the map, but as long as the overall theme of the map isn't changed, i would still like it.

hmmmmmm, this gives me ideas
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#59
As i previously stated, randomize and resize some of the surrounding border trees, add in snow drifts/pile ups against some sections of the walls/buildings [there's an ni prop somewhere for it].
Example spots
- http://steamcommunity.com/sharedfiles/fi...=616154160
- http://steamcommunity.com/sharedfiles/fi...=616154132
Also to note, the color tool you used should be undone and redone with lower hardness settings, its coming out as squares of light on the ground.

And potentially some tiny hills to break up the unrealistic flatness, nothing to impair horses but something to make snow seem to pile up unevenly a bit.
- http://steamcommunity.com/sharedfiles/fi...=616154146

You can also cut down some of the trees here behind the castle that won't be seen by players, thin out most of them:
- http://steamcommunity.com/sharedfiles/fi...=616154175
Looted A Frying Pan 11/25/14
[Image: tbavTdE.jpg]

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#60
(05-02-2016, 12:53 AM)Looter link Wrote: As i previously stated, randomize and resize some of the surrounding border trees, add in snow drifts/pile ups against some sections of the walls/buildings [there's an ni prop somewhere for it].
Example spots
- http://steamcommunity.com/sharedfiles/fi...=616154160
- http://steamcommunity.com/sharedfiles/fi...=616154132
Also to note, the color tool you used should be undone and redone with lower hardness settings, its coming out as squares of light on the ground.

And potentially some tiny hills to break up the unrealistic flatness, nothing to impair horses but something to make snow seem to pile up unevenly a bit.
- http://steamcommunity.com/sharedfiles/fi...=616154146

You can also cut down some of the trees here behind the castle that won't be seen by players, thin out most of them:
- http://steamcommunity.com/sharedfiles/fi...=616154175

i added a nice little hill to the map and have randomized the trees, im going to thin out the trees behind the castle and change the ground paint tomorrow, thanks for the feedback!!! Smile
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