Copperhead

CP copperhead b2e

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
Copperhead b1b!
http://forums.tf2maps.net/downloads.php?do=file&id=4671

cp_copperhead_b1b0001.jpg


cp_copperhead_b1b0000.jpg


cp_copperhead_b1b0002.jpg


cp_copperhead_b1b0003.jpg


cp_copperhead_b1b0004.jpg


cp_copperhead_b1b0005.jpg


cp_copperhead_b1b0006.jpg


cp_copperhead_b1b0013.jpg


cp_copperhead_b1b0007.jpg


cp_copperhead_b1b0008.jpg


cp_copperhead_b1b0009.jpg


cp_copperhead_b1b0010.jpg


cp_copperhead_b1b0014.jpg


cp_copperhead_b1b0011.jpg


cp_copperhead_b1b0012.jpg




THANKS TO:
Ravidge - for the metal textures that are cool and are literally 0 bytes
void - for being sexy and making cool metal wall textures I used
Boojum - for being boojum and for making the prefabs, making my life easier
Selentic - he helped me early on with the map with cool advice, and he made the waterfall model
everyone else for being a bro

Known Issues:
Funky lighting between 2-1 and 2-2
Some rock interacts weird with the 3d skybox
Grass clipping through the point in 1-2
A tiny dev textured ramp near 2-2
Gorge prop clipping through red spawn
Unalligned cliff behind 1-2 red spawn
3d skybox is lacking
fog is a weird color
waterfall is silent
 
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owly-oop

im birb
aa
Apr 14, 2009
819
1,217
Pakrat fucked up, none of the custom stuff was pakked.

I'll get a fixed version tomorrow. Literally everything that can go wrong has :(

post stuff that i missed that requires a recompile!

2-1 blu spawndoor in the cave doesnt work
grass under 1-2
dev texture ramp at 2-2
rock colliding with 3d sky above 2-1 that bothers me
setup doors at 3-1 need to look different from the one that is closed permanently
need more arrows in stage 3
and personally i think i need more trees in general
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
>TV set props used as in-wall viewscreens

We need to get someone to make a real flat viewscreen model so people can stop doing that.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,388
1,227
You did really good job on this and it looks damn good, my only complaint is in this picture:

cp_copperhead_b1b0009.jpg


These windows stick out with their bright white color and look pretty silly, if they are supposed to look like there is light on behind them, you should try bit more yellow lighting so it looks more natural and sticks out less.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
575
Just looking at the pictures, the outside screenshots look a bit too clean, they need some bush/shrub models in the corners and maybe some small rocks here and there.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0000.jpg
http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0001.jpg
Outside BLU spawn (Stage 1). Triangular playerclips ain't always the best idea. If you raised the tip of the triangle to go along with the roof of the map, it'd work but that's kinda extreme.

http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0002.jpg
http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0003.jpg
Directly outside the leftmost spawn exit for BLU on Stage 1.

http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0004.jpg
Stage 2 deathpit. It's kinda useless, but it's there.

http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0005.jpg
This is kinda neat. You're screwed if you get there, but it's there.

http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0006.jpg
Outside Stage 2 Spawn, I think I showed you this and you fixed it.

http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0007.jpg
Inbetween A and B on Stage 2, I think I showed you this and you fixed it.

http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0008.jpg
You already know.

http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0009.jpg
http://dl.dropbox.com/u/1490725/cp_copperhead_b1b0010.jpg
Unsewn displacement, plus it'd be neat if those eyes were in there in the back >.> (BLU Spawn Stage 3)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Woohoo, b1 is ready but I hit the brush limit apparently and I can't get propper to work


8192 is an insanely small brush limit, yay source engine!

To be honest you're probably just being really inefficient with brushes. Not to mention you're using brushwork where models would clearly be more effective, like the I-beams which you have all over the place (though you're trying to get propper to work so i guess that's not entirely your fualt).

As for t-junctions. Try using more func_brush/func_lod/func_illusionary. I see you have a lot of details intersecting geometry that are causing t-junctions when they needn't.

It's pretty easy to get a nice looking map out under the brush limit if you watch what you're doing and are slightly more methodical with details. For example, you could use overlays for a lot of your floor trims.

Other than that, your spytech is smexy.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
For the stairs you were told to clip, I recommend a 45-degree clip on each step rather than a single one going all the way up, since they're such deep steps. Or maybe 2:3 or 1:2 if the 45 degree ones don't do enough to make it feel smooth (what's smooth for a whole staircase might still feel jerky on a single step).
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
i'm gonna kill that sentry spot on the red roof at 2-2, i never liked it. i also think i should edit the layout so that attacking from the 2nd floor of the metal structure is better, i have an idea

gonna kill that sentry spot hiding beside the titled wall on 3-1

and im gonna check my spawntimes, they felt low for red in general
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Overall I have a lot of fun, so I believe you're successful. A major complaint I have is that all of the spawn rooms are bland or boringly detailed.
 

tyler

aa
Sep 11, 2013
5,100
4,621
the roof at 2-2 is nice to defend from, but sentries there are too good. just find some excuse to nobuild it rather than nixing it entirely, imo