You haven't seen my **** yet... Gimme dat, gimme dat crown boi! Edit: Did you actually look at it in game or are you judging off the video?
Enjoy your pain, texture-less floors then lol. It broke up the monotony of the plain blocks, and added a visually interesting element & level of detail that we've never really been capable of before. Having to use a light to create that effect means it's probably not going to look perfect, sure, but it looks way better than anything we've seen so far. Your map better look like an H2A campaign mission the way you're talking it up haha. In all seriousness though I am looking forward to seeing your interpretation of Covie architecture. You have a thread up for your map?
To be clear, I like the shape of the floor just not the pixelated textures. They look really bad IMO. Im using breakout pieces that have a similar texture albiet smaller and less noticeable. I'm mapnis currently a wip and isn't lite yet which is the most important thing to sell the covenant atomosphere. The lights are well done on that map and look great, but that floor twxture .. Ugh it looks so bad to me. It shifts and u can see z fighting lines blink back and forth I just don't like it. Add saitykoalabear ( yes saity with an i ) and look at the map "I'm good" keep in mind its not lite yet, colored correctly yet, geo is incomplete and many things aren't arted up correctly but the basis of its structure and what it will be is there and it will look much better. But load it up and judge for yourself
WHY DID YOU TYPE THAT OUT LOUD!? Now I'm going to be spouting puns all day! I distinctly remember a courtyard that would make a perfect map center for a 2v2 from the ODST night-exploration overworld.
So you said to have the dark side of the decal face outwards, but on glacier I can't tell the difference between the sides, so my question being: "when in forge having the decal selected, one side turns completely solid yellow, which side is that? The side you want facing out or towards the block?
The solid yellow side is the "display" side, i.e. which side would normally considered the front/top. You would want the other side facing away from the light source.
Here's something that's especially helpful with the inevitable influx of Virgils on urban maps. Create a screen for the AI, get your lights, turn the length down to about 20' or so, and turn the fall-off ratio to 10. Adjust the light's distance to the point where the light just barely shines on the decal. Due to the maxed-out fall-off ratio, the edge of the light will be a hard line, and Virgil (or Leonard, in the case of my Turf remake) looks much better.