KotH Rundown

Fruity Snacks

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Sep 5, 2010
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Began detailing, just tossing these here:

(red saw room)
koth_rundown_b00009.jpg


Exterior and rough environment.
koth_rundown_b00015.jpg
 

Fruity Snacks

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Funnily enough, those shots are now a bit old.

I'm constantly detailing and thus changing around things... Like, the second screenshot looks different now, the inside of the saw room is done for now, but the exterior environment is constantly changing, because I really like the environments of TF2, So i'm trying to do this right and make it the best I can for a first time detailing a map.

I'll post more screens before the end of the week. I'm getting a nice desktop for my birthday, so over spring break (next week) I'll be detailing like a beast.

EDIT: Here are a couple more interior shot: http://forums.tf2maps.net/showpost.php?p=219391&postcount=1981
 
Last edited:

Zhan

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Dec 18, 2010
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You might think about other sorts of walls to demarcate the edge of the map, since it looks like you're currently using a lot of chainlink fences. Perhaps try using the outer walls of buildings that are outside the playable area?
 

Fruity Snacks

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I was planning on that, the chain links will go up to a side building which is the 2nd to next thing to do on my list (the 1st being finish up the scene behind red's spawn) But it won't be chain link the whole way round... I may actually end up moving the side buildings down a bit, and connect it with the dirt road/truck overlays I have...

Like I said, I'm -hopefully- getting a shiney new desktop for my birthday, so after overnight DL'ing TF2 again, I'll be mapping like a mad-man for my spring break... Expect lots to come >:D
 

Seba

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Looks very nice, I'm impressed with your detailing skills :D

Just one thing, I'd use brushes instead of models for the big window frames; the difference in hues looks ugly atm.
 

Fruity Snacks

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Looks very nice, I'm impressed with your detailing skills :D

Just one thing, I'd use brushes instead of models for the big window frames; the difference in hues looks ugly atm.

Thanks, this means a ton.

And by the big models, I assume you mean the ones on the non-spawn building? in the last screenshot I posted above?
 

tyler

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Sep 11, 2013
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I looked at the truck from the Bullet Crops pack. You just have to select the static model in the model browser. Ask me some time (or anyone really) if you can't figure it out.
 

Fruity Snacks

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BWAHHA! Thought I was done with this didn't you!

WRONG! If you have been in chat recently... (well today)... I was livestreaming me detailing the last of blue's area! Which means the only thing left is the middle point! Which means I'm almost done! Wow, this is a lot of exclamation points!

Anyways, I updated some of the screenshots on the original release, but here is a complete gallery of the new shots:
koth_rundown_b00007.jpg

koth_rundown_b00008.jpg

koth_rundown_b00009.jpg

koth_rundown_b00010.jpg

koth_rundown_b00011.jpg


Hopefully I'll be able to finish up the center point this weekend, along with the mass amount of optimization needed (so. many. trees.)... I hope to have b1 out within the week, but we'll see how that goes.
 

Fruity Snacks

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Yea, those were to make it look more warn out. I was going to adjust that. The one over the Garage was copy/pasted from reds and needs some adjustment. I actually just noticed that the door clips through the roof there, so I need to adjust it anyways. prolly will add some odd tower or something. Something "fun".