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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Spd 
BTW, finished your map. Not sure what it's about. I'm in #tf today if you want to stop by. 
Screenshots? 
I reached three days full vising.

73.80% Elapsed 23h30m, Left 24h16m Total47h46m, 49%.

Nothing happened last two days.

http://members.home.nl/gimli/arcus05.jpg
http://members.home.nl/gimli/arcus06.jpg
http://members.home.nl/gimli/arcus10.jpg
http://members.home.nl/gimli/arcus16.jpg

The map plays well, and I'm just below the max clip and vertices.
Only on fast vis, or I'll wait for years. 
Oi 
http://members.home.nl/gimli/arcus16.jpg

I think I see the source of your trouble. Tell me those railings are a func_wall? 
No 
Railings and lamposts are mdl files I added with wazat voident code. 
 
Then what's taking days upon days of VIS time? Is your computer older maybe? Nothing else in those shots looks particularly VIS unfriendly... 
Well 
The map is rather big (8Mb) and fast vis takes no time.
R_speeds are extremely high.
I used no func walls, and hardly vis blokkers. 
Good To See Some Screenies! 
hey madfox nice theme and you've got some nice construction here but the texturing could use a lot of work. if you can't get those big bricks ending in the right place, then i'd use much smaller bricks so you don't notice when they get cut in half. in acrus10.jpg for instance, almost every brick gets cut in half at the edge, which ends up looking sloppy. also things like underneath archways and ceilings don't need to be the same brick texture. the railings i think wood look better in wood too. 
Sure 
I crawled out of this map construction with my first suceedment of texture alignment. And as it was the first mistake I never saw in mapping
I experience it as a small improvement.

My first goal was to make the map excist without homs or max warnings.
Reason why I had to take advantage of the mdl files.
And as the texture count grows on 72 it still could have some more archivement.

I'm now on a P4 3Ghz and I never had a longer vising count than 8 houres. After boxing the map the vistime just raised dramatical.
And I can't delete that because the map immedeately starts leaking. 
MadFox 
Are you trying to beat the CDA fullvis runtime ? :P
Wide open area needs long time to compile, and regarding the shots, it looks awesome, plenty of details everywhere... You will certainely have to wait for almost the same time before seeing a 100% fullvised map...
Anyway, good luck, be patient, and we all hope to see the release soon..
Keep it up ! 
After boxing the map

are you saying you built a giant box around the entire map to get it to vis? because that would certainly explain why it's taking so long. 
Reminder 
fullvis runtime to beat is 1248 hours... As of today, CDA still wins :) 
 
Oh yeah, OK, if you can't get it to VIS without boxing that would explain your VIS times. Having the process all of the outside stuff that QBSP would normally cull away will double or triple your VIS times easily. 
I Reckon 
You need to find the leak, MF. Boxing stuff makes baby Jesus cry. 
Ijed Speaks The Truth 
 
Or Rather 
muh_bad 
Ok, But 
'Boxing stuff nails baby Jesus to a wall' doesn't have the same ring to it. 
 
And on the road the map has crossed was a point where the box wasn't necessary to compile it, but then the max limit was reached and it had many hom's.

but that map ended on a burned out mobo, so make my cahsbox smile. 
Just Because... 
Fern Is Back !!! 
Hey ! Nice shot ! 
Fern Never Leaves... 
"He" is just slow and busy as hell. 
LEAVES! FERN! 
hey, you can take all the time you want as long as you're branching out! it's good to see you've still got your roots in the community! it wood be great if you posted more shots! 
 
Shoots. 
Actually I Should've Posted This One Instead 
http://www.suspenlute.com/stuff/bigger.jpg

kind of my take on the "r_speeds be damned" concept (though on a much more subdued scale) 
Abstract Level Preview 
http://wantonhubris.com/blog/wp-content/uploads/2008/10/abstract_preview1.jpg

Something I'm working on involving custom textures and a sort of abstracted look for a level. This is the general look of the level. I'm keeping the more interesting things to myself for now. 
It Looks Like Piet Mondrian Started Mapping 
pretty cool idea Willem, although now I'm really wondering what the textured version will look like. 
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