Downtown

NanoSquid

L3: Member
May 6, 2010
138
38
Huge Pileup Downtown Wrecks Gravel Trucks!​
Authorities Report: Gravel Appears Unharmed​

The area around the regional headquarters for Gray Gravel Co. has been closed to civilian traffic after a massive accident involving several gravel transport trucks. The area needs to be clear of pedestrians and drivers, as "cleanup crews" have been mobilized to secure the precious gravel.






There's a sewer with a current that takes you behind the point, that may change to a subway or even a generic tunnel in future versions. Let me know what you think! Huge thanks to Rexy for all his awesome models.
 
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DJive

Cake or Death?
aa
Dec 20, 2007
1,465
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screenshot two looks JUST like a rainbow 6 vegas level =)

looks cool so far!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Looks awesome! It makes me feel like I'm in some huge city but still fits with TF2's style... sort of.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Dang, nice work.
 
Mar 23, 2010
1,874
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bold move trying to do a city theme. good luck. guarantee people will hate it immediately though. I like it though. :)
 

NanoSquid

L3: Member
May 6, 2010
138
38
Thanks guys!

There's a bit of a gimmick with the sewers and I still have no idea how optimization/soundscapes work, but I'm definitely seeing this one through to the end. It's going to require waaaaay too much custom content though :eek:

And I've never played R6 Vegas, so any resemblance is purely coincidental!



Oh, and, erm, also, how do you submit a map for gameday? :(


ALSO ALSO, has anyone downloaded it? I'm unsure if I included all the custom props and materials correctly. Used packBSP for the first time
 
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Tapp

L10: Glamorous Member
Jan 26, 2009
776
216
Wow, this map is proof of the power of community content. A city map would be impossible with the stock models and textures. GO US!
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Red team have one major advantage in this map. They can actually leave the spawn. You appear to have left some invisible brushes infront of Blues spawn doors.

Also some of the custom car textures are missing, and there are no wires holding up the lights in the alley ways.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
In addition to what Bonafide said, I can see a simple error at the spawn: assuming you kept texture scale at 0.25, the bottom floor of the spawn building is 32 units above ground, which is too high for players to walk onto (they have to jump).
 

NanoSquid

L3: Member
May 6, 2010
138
38
In addition to what Bonafide said, I can see a simple error at the spawn: assuming you kept texture scale at 0.25, the bottom floor of the spawn building is 32 units above ground, which is too high for players to walk onto (they have to jump).

Gah! I knew I was forgetting something. I was going to make some stairs for that! Well, I'll release Alpha 2 ASAP, fixing those things. I plan to iterate the map a lot.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
Can't wait till you update this and texture it i can just tell that it's going to look awesome.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Haha, wow. Looks very promising!

The street texture looks weird with the default concrete. I'm assuming you'll change that to a custom texture later (or at least a darker concrete).

Kep
 

NanoSquid

L3: Member
May 6, 2010
138
38
Haha, wow. Looks very promising!

The street texture looks weird with the default concrete. I'm assuming you'll change that to a custom texture later (or at least a darker concrete).

Kep

I used the default concrete because that's what they used for the road in doublecross-- I thought it looked OK.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I used the default concrete because that's what they used for the road in doublecross-- I thought it looked OK.

Doublecross broke it up so it didn't look as repetitive. It's an alpha, so graphics aren't a big thing yet. Just remember to do something to it later.