Recent content by Saikan

  1. Saikan

    [WIP] cp_Radiant

    Been a while since I updated, here are 3 more pics of new areas in the map: Couple of big changes. Decided to change the map from symmetrical, 2-point based to linear x-point based. One team will try to assault all the points, then the teams will switch and they will defend. I had done in...
  2. Saikan

    cp_pillar (temp name?)

    You're right, can't really discern anything from those pics. I don't think playing the map in it's current state would help much, either, other than understanding some of the basic brushwork. I would recommend you slap on at least some basic textures so we can get a "feel" for the rooms (such...
  3. Saikan

    [WIP] ctf_system

    That looks great, and the laser grid twist is a great one. The brushwork is very solid, but I think the lighting colors are too deep and saturated. I think your level would look more professional and consistent if the lights were in more pale tones. I really like the interior look in the third...
  4. Saikan

    [WIP] cp_Radiant

    I have been working on this map for around a month, probably 30-40 hours total. I have taken some other material from my unfinished maps though (such as the spawn room, which is actually the basic design of Valve's remade by me) so a few areas I almost cut and pasted. As far as the ropes...
  5. Saikan

    [WIP] cp_Radiant

    Here is an overview of the current build of the map: A couple of notes about this overview: 1) Right now, I am only working on the blue side. The red-dotted line in the image shows where there middle "cut" through the level is. I am not sure whether I'm going to mirror-flip the blue side up...
  6. Saikan

    [WIP] cp_Radiant

    I will recompile with some of the yellow lights set to white or off-white and see how that compares. I kind of liked the yellow as I find it to be easier on the eyes than a harsh white that tends to bleach out textures. As for the metal i-beam props, is having them rendered twice that big of...
  7. Saikan

    [WIP] cp_Radiant

    Greetings fellow mappers. I am once again working on a TF2 map after releasing ctf_subterranean last year (which bombed because it was x-box hueg). My new map is titled "cp_Radiant" and will be small, close-quarters control point combat, with lots of routes and cover. The map is about 50%...
  8. Saikan

    Mapping Ethics w/ Valve assets

    I think copying anything out of Valve's maps is fine. After all, you're using Valve's textures, models, skyboxes, etc. How can you draw a line? If you copy something out because you don't understand it or you don't know how to build your own, then you shouldn't copy, you should learn and do it.
  9. Saikan

    Your proudest moments

    Playing on hydro, 12v12, the other team was at the satellite-dish base. The round expired without a winner, and went to sudden death. I was a spy, and both teams camped, but I bum-rushed their base as soon as the sudden death started, and I managed to slip in disguised without getting caught...
  10. Saikan

    Map voting

    I think having only custom (no stock) maps on the server with voting enabled = win.
  11. Saikan

    Steam Chat room Chat logger

    Damn this is good stuff man. Paul deserves big props on this, he's spent more time getting this thing to work than most people do building nice looking TF2 maps.
  12. Saikan

    Digg this if you like it!

    I've seen that spy-jumping-towards-heavy one used on like 4 different sites!
  13. Saikan

    TF2: Ladies' Night

    Awesome. <forums.tf2maps.net> The message you have entered is too short. Please lengthen your message to at least 10 characters.
  14. Saikan

    ctf_channel by Saikan

    moar:
  15. Saikan

    ctf_channel by Saikan

    Oh, definately. I will have cover on the outskirts of the channel, but a large portion of it will be in the dead middle. If you played through HL2: Episode Two, you might remember that one part where you have to crawl inbetween all the cars and junk to avoid getting shot by the autoguns. That's...