artpass_whark

What gametype should Whark's new map be?

  • CP

    Votes: 14 33.3%
  • CTF

    Votes: 9 21.4%
  • PL

    Votes: 19 45.2%

  • Total voters
    42
Jan 20, 2010
1,317
902
Is that your dagger that won the content? Perhaps you should wait until after Valve releases that to release the model? (/is unsure how these things work)
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
51
Is that your dagger that won the content? Perhaps you should wait until after Valve releases that to release the model? (/is unsure how these things work)

Well, they're not the same exact models. They're optimized, and also static props, and would have to be reworked just to be able to use them as a mod. Of course I WAS expecting Polycount to be out by the time we released these, though I have a good feeling that this won't be an issue.
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
51
Rollermine feels tacky to reuse, but my real question is what is different about the brick and cobblestone?

The rollermine is meant to be hidden. The other two textures were lightened and color balanced to match the color scheme, as they fit the theme but the originals were out of place with the other, lighter textures.
 

Whark

L3: Member
Jul 26, 2010
112
39
Well the vote across this forum combined with other sources actually comes out even across the board. Work is still crunchy without any let up in sight. So the choice is to do KotH as it just may be attainable with all of the work related stuff eating my time. Starting with a blank slate here: http://www.tf2maps.net/forums/showthread.php?t=15477

Nothing new and fancy to show yet. Starting new with this one. Thought some might like to know. As always feedback at every stage is important to me. That includes from one block sitting en a empty world to a finished map!