Wide Load

luckyfortune

L1: Registered
Sep 5, 2009
10
0
:O
It would be in a space-like setting, but I can't find a star skybox.
Oh well...

Edit: Hokay, so, it's my first map.
:D
A pretty basic KoTH map. Two levels, a big trigger_hurt, and what I affectionately call "Death Doors," which open once a certain team captures the point.
 
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luckyfortune

L1: Registered
Sep 5, 2009
10
0
my bad. Was working on it...
also, the level is really pretty barebones when it comes to stuff like labeling spawns...
yeah...
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks like you need an env_tonemap_controller in there, your HDR/Bloom reflecting off your models is.. way more than it should be.

click for support.
 
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Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
first thing i thought of when i saw your screenshot was deadspace, maybe check out some environments from that game and it might give you some nifty ideas to translate to Tf2. Cause deadspace is a kickass game and it did well with the space theme
 

luckyfortune

L1: Registered
Sep 5, 2009
10
0
Mmkay, just put in a tonemap controller, and built cubemaps.

And Kronixx, I really like your idea.

....and Deadspace scared the crap outta me.

( T Д T )
 

Shadow Tyrant

L69: Deviant Member
Aug 7, 2009
69
3
It looks kind of dark. Kind or really dark.

Also, a rule about the yellow/black texture: Try to use it in mediation. Too much of it can be confusing and dizzying to players. Try using it only around the borders and edges of walls, as opposed to the entire surface.
 

luckyfortune

L1: Registered
Sep 5, 2009
10
0
Well, I did mean it to be that way, but I've run through it a couple times, and the darkness doesn't seem to take away from the visibility so much... or it doesn't for me, at least. I'll take it into consideration if it winds up being a monumental problem.

And you're right about the hazard stripes.