Yeah I'm trying to figure out what kind of height variation can be done on it, or maybe giving it more bends around rocks or something.That track path looks like sniper's heaven.
Also, for the sack of everyone's eyes
pl_orange_sniper_alley
![]()
PONIES
My mane concern..
Sandvich, quit ponyin' around and get back to work!
Added screencapWIP: cp_powerhouse
![]()
basically, I'm replica the map from Halo Reach game, into Team fortress 2. I'm trying to ensure the same experience and visualization as you would see in Halo Reach. I know it's a lot of work, but it'll pull off greatly, especially setting up the new and tacky spawn system I'm going to introduce in this map.
(Basically, the spawn system I'm going to introduce in this map will assign the spawn near your teammate, or in a open field where there's no enemy nearby to prevent spawn killing)
Once I get the map done, it's off for testing and then hopefully it'll function as it suppose to, then I'll make it into a Saxton Hale, King of the hill, and Capture points.
P.s. the screen cap I had in there is about a month old. I need to update the new one.
As I mention in the post, I'm trying to replica the same experience from Halo Reach. This involves great details, realistic texture, and possibly the closes to substitute the map from Halo Reach.Hl2 textures. Oh you bad naughty boy. I seriously encourage you to filter your textures using the tf keyword. HL2's textures do not fit in with tf2's style. period. no argument, no discussion, no situational kerblah or scapegoating.
They're lower resolution, noisy, dirty, and "grainy gritty realistic"
As for the actual environment so far, it also Looks like sniper heaven.