WiP in WiP, post your screenshots!

AlexCookie

Suspect of eating cookies alive
aa
Apr 21, 2016
277
571
Compiled
ctf_keeptown0001.jpg
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Keep in mind MVM maps don't suffer too much by being dark because you're fighting glowing giant robots and not team-colored clones. There are also only 6 of you and tons of them, so team recognition is usually not an issue at all.
You say that, but TF2 is all about immediate team (and class) recognition. If you can't tell what team someone is within a nanosecond of seeing them, that area of the map will need brightening up. And who's to say that the eye-glowing isn't someone's killstreak kit?
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
You know exactly what robots you are fighting because of the HUD on the top and the flying crit rockets and bullets, and the glowing eyes look way different from kill streak kits, not to mention gate robots have giant glowing yellow heads as well. It's seriously not a crime to have it be that dark- it's not even that dark in the first place. There are lots of light fixtures outdoors. To me it is a nonexistent issue in MVM
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
I think an issue is created in this case, as the MVM robots are a similar color to the cliff walls and surroundings of the map - and with decreased visibility it will be harder to make them out.
Something else - knowing the locations of your teammates is just as important as knowing where the robots are. That's difficult when the map is dark.
The lighting in the image could probably be fixed, or made more accessible by either warming up the light color, or by directing more light to the ground floor.
 
Nov 13, 2015
138
512
been slacking lately,
when I came back to nothing things had started to grow, think I forgot to remove a bunch of prop_seeds, hopefully I'll be able to complete it before moss and roots takes over!

some b4 preview pics,

C86CEFC10F9CA5012C386ABA84A9E4EB25963BB9

5EE529EC7DA5C4AE26832464A3D03894BAC51ABE

764E901CA7D28DFD392B86A5DDD3E817666FB739

5122C23788C76A1D9807E8AE05F8AA1B6FFCD6E0
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
been slacking lately,
when I came back to nothing things had started to grow, think I forgot to remove a bunch of prop_seeds, hopefully I'll be able to complete it before moss and roots takes over!

some b4 preview pics,

C86CEFC10F9CA5012C386ABA84A9E4EB25963BB9

5EE529EC7DA5C4AE26832464A3D03894BAC51ABE

764E901CA7D28DFD392B86A5DDD3E817666FB739

5122C23788C76A1D9807E8AE05F8AA1B6FFCD6E0
Better use env_fire to clean it up
 
Jul 5, 2016
484
278
You say that, but TF2 is all about immediate team (and class) recognition. If you can't tell what team someone is within a nanosecond of seeing them, that area of the map will need brightening up. And who's to say that the eye-glowing isn't someone's killstreak kit?
Map is brighter in game. Teams are easy to tell apart.
 

Jsd

L3: Member
May 1, 2017
101
15
im reamaking the first point of riverlike
 

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Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
looks cool pingo! use alt p to see what error it is causing, perhaps something to do with a invalid solid created by vertex editing. Then go from there
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Keep in mind MVM maps don't suffer too much by being dark because you're fighting glowing giant robots and not team-colored clones. There are also only 6 of you and tons of them, so team recognition is usually not an issue at all.
From my own experience you are incorrect. Skullcove was initialy in similar darkness and even when the bots had zombie skins (which were totaly diffirent to players) they had trouble spotting the bots. People wanted the map to be brighter.

EDIT:
and for those that missed the moment, i never did a public release on that version. It was partialy in orange - which were the parts they didnt complain about as the background was light enough. But the moment there was a darker background, it wasnt comfortable.
Although i didnt make screenshots of that moment, i do have a reference darkness point (since i kept it as base darkness and instead just used lights to cover it). look at the back of this tunnel, and compare it to the front. Thats how big the light diffirence actualy is between the outer and playable section.
https://www.dropbox.com/s/ll29qg4xe44gpyi/2013-07-02_00003.jpg?dl=0
You can compare this to plr_pipeline and mvm_coaltown_event which have similar light settings.

There is a reason why valve does these things. They dont make a dark map this bright if it wasnt needed
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I have this complex af brush in my 3d skybox and it crashes tf2.
upload_2017-6-26_2-37-15.png

How can I fix it?
For starters don't try to make all that into a single brush? I'm not even sure how you pulled that off.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I have this complex af brush in my 3d skybox and it crashes tf2.
upload_2017-6-26_2-37-15.png

How can I fix it?

Obligatory snark, "lel, secretly, this is how all my brushwork looks in all my maps anyway, kekekeke."

But yeah, just delete that. You can't even tell what it is. If you need something that complex, ESPECIALLY scaled down in skybox where the grid is going to be too large to matter, you should make it a model.
 
Nov 13, 2015
138
512
Better use env_fire to clean it up

this is what I will do!

Where did you get those root props? Are they for download?

I'm not sure what you mean, I did not get those roots anywhere, they just grew D:
...it looks like they are lingering around the surfaces of models and brushes in the map...cant see any standard there -- making it somewhat useless for other maps, but ill talk with the gardener, I'm pretty sure I can commit to a general set of various ivys if enough people want it! :)
 
Jul 5, 2016
484
278
this is what I will do!



I'm not sure what you mean, I did not get those roots anywhere, they just grew D:
...it looks like they are lingering around the surfaces of models and brushes in the map...cant see any standard there -- making it somewhat useless for other maps, but ill talk with the gardener, I'm pretty sure I can commit to a general set of various ivys if enough people want it! :)
My map's style in a single picture:
upload_2017-6-26_16-3-21.png

Could go for some wall ivy! I hope that gardener is generous.