Recent content by jamin620

  1. J

    New File Added: cp_offblast_b1

    Great Idea for a Map! but you have got to think of a good 3d skybox.
  2. J

    cp_close_quarters

    opened up your VMF file. just a heads up, you dont want to have brushes inside of other brushes.
  3. J

    cp_close_quarters

    I almost always do a full compile. as I see it, compiling is the only way to a) see how your lighting looks and b) see how the map runs. without a full VIS and RAD, you cannot to this. If you want to do a quick compile to check out a certain area, do a cordon compile. Here is a link to...
  4. J

    cp_close_quarters

    OK, so this is gonna sound harsh, and Im sorry for that, but this is not something you should be showing us. add some detail, do a full compile, then post. I know you dont have much experience mapping, but there is nothing that we can assess from what you have shown us.
  5. J

    [WIP] space something or another.

    you know, this looks really good, but I have one complaint: Im not sure you need this much complexity in brush work. that said, it still looks good so far
  6. J

    TF2 Texture Tips thread

    Yeah, this is best for things like Concrete or plaster or (as Im using it) ice. anything that is a solid material. You can actually see the brush I used in the shot. Im not sure if they even have names, but in any event any rough looking brush will work. I have got to tell ya, if your...
  7. J

    TF2 Texture Tips thread

    I just thought that this might be a thread worth starting. I don't have anything worthy of a full tutorial, but someone might find this useful... A good way of getting the painted look that Valve got for their textures is to make a pallet for yourself by making a new image, then taking the...
  8. J

    a map needs to be made like this

    Im not sure who would have a bigger advantage: demos or snipers.
  9. J

    CTF_Rock2

    that looks good, but why did you bother to model it? it seems that you could have done that pretty easily in Hammer.
  10. J

    Color Correction

    I have had the same problem
  11. J

    CTF_Rock2

    I think that looks great. the lighting makes it look painted, which seems in line with tf2 style.
  12. J

    Joining Brushes?

    1) you have an arch tool that makes clean arches. you might want to try that. 2) everything gets split into triangles when its compiled in the end anyway, so there is no reason to join brushes. just make evry face that the player cannot see a nodraw.
  13. J

    How do you control the scoring in CTF?

    Hell, sure. I was planning on releasing an Alpha pretty soon anyway. Ill put something together and have it on the boards tomorrow.
  14. J

    func_detail grouping?

    Yup. Just one. I always border on max entity counts when I map so I often end up going back and making multiple func_details one entity. incidentally, I dont know if just grouping does it. you have to actually (crtl-T) tie them all together.
  15. J

    How do you control the scoring in CTF?

    I have 4 pits. two big ones with ramps over them being the majority of the play space in the area and the damage area (lava or black pit respectively) being far below any point in the map. However, the other two pits are small but higher in altitude than the flag's spawn location. I would...