WiP in WiP, post your screenshots!

Sep 1, 2009
573
323
Some inventive trim on those buildings would be nice :3
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Jay go use the modeling skills I know you have and make some nice pagoda roofs, doing them with brushes is never going to look good.
 

English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
Jay go use the modeling skills I know you have and make some nice pagoda roofs, doing them with brushes is never going to look good.
emot-effort.gif


If I can get all the bugs in this thing worked out by tonight and everything tested by tomorrow, I'll see if I can't model a bunch of 'em real quick. Shouldn't be too difficult, but deadlines and laziness don't mix...

E: Hell, most of 'em won't even need collision models, now that I think about it. I'll take a look and see if I can dig up some reference images.
 
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Miauw62

L1: Registered
Aug 26, 2011
29
8
Hey guys, im back here to annoy the hell out of you!
My map is going pretty wel.
All the main buildings are now in place, my plans are basicly to improve the geometry to be more intresting (add cover, more variation), clipping brushes, underground tunnels to prevent sniperfest to a certain level etc.
Also, i got some doors that open up to below/above and thus block a place higher up/lower down.
Here are some screenies:

cp_valley_a1_red_point2.png


cp_valley_a1_middle_point.png


cp_valley_a1_blu_base.png


(My excuses if im somehow not allowed to use photobucket. i have made my way trough the sections but didnt find anything about uploading trough photobucket. Also, sorry for the screenshots beining in-hammer. im feeling lazy)

E: nvm the photobucket thing.
I somehow looked over the announcement.
i guess i have to use dropbox?
EE: figured it out.
 
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Kerch

L1: Registered
Mar 10, 2011
20
21
Did you make those hills by raising the ground?

If so I think that will really stretch the textures, so it's best to start with some vertical surfaces and displace those.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Not gonna lie that's really really bad.

Go look at the stock maps in the SDK and see how they made their displacements, and then work on recreating that for starts. As for the building try and recreate some generic tf2 buildings to get a better idea how to go about that.

You'd be best off scrapping what you have and starting over with something else when you have a better idea of what to do.
 

re1wind

aa
Aug 12, 2009
644
588
then they should've learnt the map first and that there are more ways to flank the enemy than just mindlessly spam the middle. ;)
 
Mar 23, 2010
1,872
1,696
freight mid is cool, but the lower route is water and who likes water? fish. players are not fish. a 5cp with ashville's mid might be kind of cool. wonder who could/has already made this (SCORPIO).
 

Miauw62

L1: Registered
Aug 26, 2011
29
8
Not gonna lie that's really really bad.

Go look at the stock maps in the SDK and see how they made their displacements, and then work on recreating that for starts. As for the building try and recreate some generic tf2 buildings to get a better idea how to go about that.

You'd be best off scrapping what you have and starting over with something else when you have a better idea of what to do.

I have loaded dustbowl, (because that seemed the one whit the most loose generic buildings to me) and on load it said that it found 2 invalid solids.
any idea if this is normal?
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I've spent three weeks telling him not to, now he isn't you ask why he is?

you perplex me.

Just because you say something, doesn't mean everyone knows automatically :p


I personally didn't see what the issue was though in the first place.