Recent content by Belli

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    Adding large ramps without breaking the immersion - any good examples in maps?

    I guess so. I just wanted to get this problem solved in the early stages of the map. I guess construction theme could fit nicely with something like this.
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    Adding large ramps without breaking the immersion - any good examples in maps?

    In maps like Pipeline and Nightfall, the large ramps on the last point seem kind of arbitrarily placed, compared to some of the flat payload maps like goldrush, where the payload tracks don't seem out of place. Do you have any ideas or examples (not necessarily payload) where such a ramp area...
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    A few questions about Skyboxes/ why things are done this way.

    I see; it'd have to be open areaportals in that case, right? That's what I thought, I just find it kind of weird that it'd fit perfectly along one axis with the map itself, but exceed that along another axis, and wonderede if there's anything I didn't quite get about skyboxes...
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    A few questions about Skyboxes/ why things are done this way.

    Hello there. I looked up how skyboxes and 3d skyboxes are made in valve maps, and noticed a few things I don't quite understand. For instance, in the 3d skybox of cp_granary, there's a box of skip brushes marking where the actual map would be located within said skybox. And while it's...
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    Getting started with the current version of Hammer Editor?

    thats what I did. Crashed every time, but for some reason, now it suddenly works! Odd, but oh well...
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    Getting started with the current version of Hammer Editor?

    Hi there. Haven't been here for quite a long time, and I'd like to get into mapping again. So, starting up Hammer via Source SDK isn't the proper way anymore, right? How exactly do you get started with the current version?
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    Dear Esther maps decompiled?

    Should've been a bit more clear about it, I actually meant the original mod version. shouldn't be a problem, but for some reason, it crashes my hammer editor.
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    Dear Esther maps decompiled?

    According to their website, BSPsource should be able to handle this, but I've yet to make it work. :confused:
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    Background and details: HL2 vs other game engines.

    Much appreciated, I'll check it out.
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    Background and details: HL2 vs other game engines.

    Thanks. concerning "volumes of fog", I don't recall seeing something like this on the more common TF2 maps, besides the waterfall particles on sawmill, maybe. Would you happen to know some good examples for fog that's done this way?
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    Background and details: HL2 vs other game engines.

    Compared to other games, some things just don't seem to work quite as well with the hammer editor, and I wonder if there's some way to emulate the way other game engines do it. E.g., RAGE (GTA) seems to do the whole fading into background a lot smoother. The Unreal engine allows you to do way...
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    Any reason to avoid func_breakable?

    Okay, I should've been a bit more clear about my intentions, I thought about using it to make payload explosions visibly damage the area around them, so only objects would only be breaking on trigger.
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    Any reason to avoid func_breakable?

    I recently took a look at watchtower, and the breakable windows actually don't look bad, so why aren't breakable used more, e.g., to customize payload explosions a bit? Do the that much impact on performance, or why are the generally avoided/underused?
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    TF2Maps.net Mini-contest: April fools

    Hmm.... M.C. Escher map? CTF orange with pyrovision? A payload that just keeps going in a circle and explodes into sillygibs? So many possibilities...
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    Boundaries: More elegant ways to separate the player area from the sky?

    What'S the best approach to block off a larger part of the maps, where building would look kind of odd and a cliff (like upward) doesn't fit either? Shutting it down with fences and player-clips, like gravelpit, or mountains, like watchtower, just doesn't seem very realistic, and people hate...