Recent content by Orangepumpkin7

  1. Orangepumpkin7

    Team Fortress 2 Mapping

    Team Fortress 2 Mapping
  2. Orangepumpkin7

    A couple old maps needing to go!(OPEN)

    **Updated to have koth_goldwater
  3. Orangepumpkin7

    A couple old maps needing to go!(OPEN)

    Sounds good, just remember, some pretty bad brushwork so apologies in advance. Also btw, love the way the map you're working on is looking, saw a few screenshots in the c.tf discord and I can't wait to see how it develops.
  4. Orangepumpkin7

    72 Hour Jam 2020

    Here we go, can't wait to pull all of my hair out trying to figure out why my map won't compile.
  5. Orangepumpkin7

    KotH Goldwater

    Goldwater Alpha 13! -Detailed areas around RED spawn -Fixed displacement issues around BLU/mid -Fixed slight optimization issues around RED flank -Fixed fog(again) -Detailed BLU courtyard a bit -Added more lighting in both RED spawn and BLU spawn Read the rest of this update entry...
  6. Orangepumpkin7

    Goldwater - Goldwater, alpha 13!

    Goldwater Alpha 13! -Detailed areas around RED spawn -Fixed displacement issues around BLU/mid -Fixed slight optimization issues around RED flank -Fixed fog(again) -Detailed BLU courtyard a bit -Added more lighting in both RED spawn and BLU spawn
  7. Orangepumpkin7

    A couple old maps needing to go!(OPEN)

    Sure, go ahead! Fair warning though, there is some pretty terrible brushwork around blu spawn haha
  8. Orangepumpkin7

    KotH Goldwater

    Goldwater Alpha 12 -Fixed issue with fog making certain areas randomly disappear -Fixed visibility issue around Red spawn -Detailed Red further -Optimized a few buildings that weren't optimized before -Made fade distance on props more accurate -Detail added in a lot of spaces overall Read the...
  9. Orangepumpkin7

    Goldwater - Goldwater, alpha 12!

    Goldwater Alpha 12 -Fixed issue with fog making certain areas randomly disappear -Fixed visibility issue around Red spawn -Detailed Red further -Optimized a few buildings that weren't optimized before -Made fade distance on props more accurate -Detail added in a lot of spaces overall
  10. Orangepumpkin7

    PL Edinbowl

    -Clipped off a certain spot around last -Added more optimization -Fixed a few major lighting bugs -Added a fence around first, and generally more cover around mid, this is to prevent snipers from having too much of an advantage over the flow of the area -Added a shutter door that way it's harder...
  11. Orangepumpkin7

    Edinbowl - Edinbowl, beta 6b!

    -Clipped off a certain spot around last -Added more optimization -Fixed a few major lighting bugs -Added a fence around first, and generally more cover around mid, this is to prevent snipers from having too much of an advantage over the flow of the area -Added a shutter door that way it's harder...
  12. Orangepumpkin7

    KotH Goldwater

    Goldwater Alpha 6 Art pass has 'begun' it's just some basic detail as of now, but will hopefully progress well enough to bring the map to beta. Gameplay: -Changed some scaling issues around red courtyard -Added some more optimization around the point -Changed locations slightly for some stairs...
  13. Orangepumpkin7

    Goldwater - Goldwater, alpha 11!

    Goldwater Alpha 11 Art pass has 'begun' it's just some basic detail as of now, but will hopefully progress well enough to bring the map to beta. Gameplay: -Changed some scaling issues around red courtyard -Added some more optimization around the point -Changed locations slightly for some stairs...
  14. Orangepumpkin7

    help

    Practice with mapping in general, start a map from an idea, then work off of it until you think you've made something worthwhile. It took me countless unreleased maps, detailing practice, and all-nighters to get where I'm at(and there's still a lot to improve on) I would say that finding a good...
  15. Orangepumpkin7

    displacement issue

    By the looks of it, you're probably going to have to remake it. Select the displacement, go on the Face Edit Sheet, go to the "displacements" tab, then under "tools" press "destroy" this will revert it back from a displacement back to a normal brush. Then you can rebuild it from there.