cp_pillar (temp name?)

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
So...1st map im making public. Its a dustbowl type attack and defend map set in a tower. Right now all ive got is basic structure, and its on full-bright (I intend to add real lighting as soon as I can).
Ill add pics tomorrow as I need to do physics homework.

Current Release cp_pillar_a1
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
pics or it didn't happen!!..

Errrr..

Screenshots man =)
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
sigh...fine, I finished the physics anyways <_<
cp_piller_a10000.jpg

cp_piller_a10001.jpg

cp_piller_a10002.jpg

cp_piller_a10003.jpg

cp_piller_a10004.jpg


though what you can gain from pics of an early alpha im not entirely sure of
 
Last edited:

Saikan

L1: Registered
Nov 1, 2007
23
0
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 as which are indoor/outdoor, if applicable).
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
Theres alot to gain on maps like this, it helps alot for layout and basic stuff like that. but atleast for the eyes sake add some more contrast with the grey texture somewhere, or else it all does blend in, especially without shadows.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
http://forums.tf2maps.net/downloads.php?do=file&id=55 ;) (will get you less complaints about orange textures) - just don't forget to pakrat them in.

Requirements for non-private alphas (generally):
At minimum:
-A sealed map (can't get under it or anything)
-Mockup lighting (so players can see whats going on in all maps)
-Functioning spawnrooms with resupply lockers (so you don't have to have ammo crates)
-Working capture points/flags/cart...