- Sep 24, 2012
- 62
- 15
Hello there
This is my first map. My confidence in it keeps changing but I hope you like it.
I've noticed a lot of people saying that breakable entities are a risky and uncommon move but I hope it can work and if not I can always remove that element.
Scenario -
Out in the alpine forrests is a small radio outpost. It has been abandoned and is starting to decay. Alpine/swamp style (wet, rainy and overgrown)
Current problems:
- The water has the magenta shine to it which I don't understand since it has a cube map.
-I don't know how to make the skyboxes lighting match up
-Stickies don't stick to the boards. I've seen boojam snark say to use a filtered trigger_vphysics_motion with velocity limits but I can't figure out how to do this. What I've achieved so far makes them vibrate wildly.
Areas I'm not sure of:
- Too crowded in the underneath
- Placement and size of certain ammo and health
- Drop down doors in front of spawn
- Amount of damage the floor boards can withstand
- Respawn and capture times
- The "log" over the ditch under the platform tunnel side
Thank you. I look forward to your comments
This is my first map. My confidence in it keeps changing but I hope you like it.
I've noticed a lot of people saying that breakable entities are a risky and uncommon move but I hope it can work and if not I can always remove that element.
Scenario -
Out in the alpine forrests is a small radio outpost. It has been abandoned and is starting to decay. Alpine/swamp style (wet, rainy and overgrown)
Current problems:
- The water has the magenta shine to it which I don't understand since it has a cube map.
-I don't know how to make the skyboxes lighting match up
-Stickies don't stick to the boards. I've seen boojam snark say to use a filtered trigger_vphysics_motion with velocity limits but I can't figure out how to do this. What I've achieved so far makes them vibrate wildly.
Areas I'm not sure of:
- Too crowded in the underneath
- Placement and size of certain ammo and health
- Drop down doors in front of spawn
- Amount of damage the floor boards can withstand
- Respawn and capture times
- The "log" over the ditch under the platform tunnel side
Thank you. I look forward to your comments
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