CP Clocktower (5cp)

Languid

L5: Dapper Member
Oct 9, 2009
240
256
http://forums.tf2maps.net/downloads.php?do=file&id=4416


WOASHGAHGHAHG BARBRA STREISAND


3WZJs.jpg


0jk5c.jpg
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
Which spire should i pickkkkkk~
Its badlands badlands gotta have fun on badlands
 
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Languid

L5: Dapper Member
Oct 9, 2009
240
256
5 days to finish detailing 2-1 connectors, 3dsky and flip it wooo
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
FDD8EC616FFE1FD2075B49374365DF68585BC189


Um, yeah. That prop has a lazy-ass collision model.

53F236539F354B2D388955FB38C86BD3EECEAC80


Odd cubemaps or something.

6174DC6B5AFDBA4C20D4FF3FE9E2ACC2F8796B0C


Aaaa now i'm freaked out. Also, rotate that edge texture to match the shape of the broken thing.

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Why these tiny little cliffs? They're ugly, and theyre in every sodding map. Zig, this one, another one, Dusk... what happened to slopes?

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Things Stuck In Rocks; Vol 3; Pipes and Vents.

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So dark, it took me a moment to realise it was a door.

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Ew.

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Align your glass textures.

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I dont like this big corugated metal texture here. I can see the point of it, but it doesnt really fit. If you want a metal texture, use a darker one.

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Who the shit builds a roof like that?

No, seriously, who the shit?
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
Thanks, the cliff thing was a stylistic meets lazyness approach for me personally. As for the stuff going into rocks, I think the vents going into the cliff work, even if the pipe looks a little odd. Any second opinions?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Blob knows his MSPaint
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Got a chance to play a few rounds of this tonight.

Not bad, although the second points are.. oof. Other than them just being laid out strange (you could walk past them when leaving your base and never actually see where they were), they're pretty rough to capture as well.