Recent content by Soilbleed

  1. Soilbleed

    CTF Heron72

    I really enjoyed this map in the playtest yesterday. Looks really nice =)
  2. Soilbleed

    pl_carapace - 72 hours Jam submission - a2

    Alpha 2 and my official submission for the 2020 Summer 72 hour mapping jam. Updates: Reworked Point A providing red move cover from spawn Added flanking path at D to avoid the spam fest that occurs on the final push Added a shortcut drop near forward blue spawn that leads to the D once C has...
  3. Soilbleed

    pl_carapace

    Alpha 2 and my official submission for the 2020 Summer 72 hour mapping jam. Updates: Reworked Point A providing red move cover from spawn Added flanking path at D to avoid the spam fest that occurs on the final push Added a shortcut drop near forward blue spawn that leads to the D once C has...
  4. Soilbleed

    pl_carapace a2

    An urban single stage Payload map for the 2020 Summer 72 hours map jam -- will update properly after jam
  5. Soilbleed

    pl_carapace

    pl_carapace - An urban single stage Payload map for the 2020 Summer 72 hours map jam An urban single stage Payload map for the 2020 Summer 72 hours map jam -- will update properly after jam
  6. Soilbleed

    WiP in WiP, post your screenshots!

    Did a bunch of work this evening re-purposing bits of the old layout with the new A point
  7. Soilbleed

    Map stuck in Full Bright

    I get this occasionally, and find building cubemaps / restarting TF2 tends to fix it: To build your cubemaps, open the console with TF2 open and fire in the following commands one after the after: -mat_specular 0 -map <mapname>(Load your map) -buildcubemaps -mat_specular 1 -disconnect -map...
  8. Soilbleed

    Water flowing down a slope?

    Might be worth checking out a couple TopHATwaffles tutorials on this. I've found Source to feel a little outdated when it come to creating more complex dynamic water effects (at least compared to Unity and UE), but you might be able to get something working with these: View...
  9. Soilbleed

    Help. I am very new to map making and I have minor issue

    Try increasing your model render distance in the Tools > Options
  10. Soilbleed

    WiP in WiP, post your screenshots!

    Slowly Getting there, almost ready for a1 testing. Also did a rough draw over mockup to flesh out the back of the map which is mostly for aesthetics and theme.
  11. Soilbleed

    WiP in WiP, post your screenshots!

    Been working on a Pirate shanty cove over the last few days. Just throwing some rough geometry together and seeing where it goes.
  12. Soilbleed

    CP Nautilus

    Thanks! Yeah a fair amount of the lighting is still dev right now, but i'm going to start actually implementing some of the final "ideas" of lighting in the next update. Namely that i want the level to mainly be lit by the underwater skybox (akin to that of Rapture)
  13. Soilbleed

    cp_nautilus - cp_nautilus_a5

    A5 update - Completely rebuilt the connect between B and C to create a smoother and more understandable flow for both teams: Alpha 5.0 Changes Layout Added a connecting tunnel from the main room of C to a new room just outside of B Added connecting room between B and C which replaced the...
  14. Soilbleed

    CP Nautilus

    A5 update - Completely rebuilt the connect between B and C to create a smoother and more understandable flow for both teams: Alpha 5.0 Changes Layout Added a connecting tunnel from the main room of C to a new room just outside of B Added connecting room between B and C which replaced the...
  15. Soilbleed

    WiP in WiP, post your screenshots!

    A fair chunk of it is still dev lighting. I'm wanting to make the skybox a "seabox" since it's underwater, so i'm still experimenting with that. Will probably put a bit more effort into it in the a6. Thanks! I'll increase the general ambient lighting on the map before uploading for playtesting