WiP in WiP, post your screenshots!

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
ibeLo6TvqFZzYV.png

Oops.

Also there is no HUD.
 

soylent robot

L420: High Member
May 26, 2009
499
394
ibeLo6TvqFZzYV.png

Oops.

Also there is no HUD.

in your mappy file, have the payload facing to the right from the top down view, regardless of the way its supposed to be pointing in the game. have the first point on the track pointing in the direction you want and set it to "follow track anglea".
weird voodoo will happen when you compile that makes the cart point the right way.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Is this how I paint tf2 textures?

faningame.png

No. You have criss crossing orthogonal brush strokes (good) but on a circular shape(bad)
If any brush strokes should be visible on the central hub they should be concentric and probably best left as just little rust flecks or scratches.

Everyone gets on the brush strokes train but forgets that TF2 textures have large areas of pretty much solid colour too.

Blades are ok, if a little clean looking.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
Whole map was twice as tall it should be and it takes roughly same time it takes to get viaduct point, to get to enemy spawn from your spawn.

There was no real spawn area yard like on other KOTH maps either and it felt really linear.
I thought about a bit and figured that since the ground level is intended to use for sneaking and flanking, I could move the ground up to second floor height and turn the vital ground-height passages into underground tunnels. I lifted the ground displacements and took a look around, and.. Well, with a bunch of rebuilding, I could turn it into a pretty normal, Harvest-like map.

The problem is, it just feels boring and generic. The balconies, catwalks and general verticalness was what I enjoyed in the map.
You're a veteran and I'm a noob and all that, and I really shouldn't be arguing about map design with you, but.. Is an unconventionally 3-dimensional map really such a terrible thing? Nucleus has approximately the same max distance between playable areas both vertically and horizontally (and unlike my map, it has sightlines that stretch almost all the way through), but that's a perfectly enjoyable map.

I should definitely change the layout to kill some sightlines, expand the map horizontally and add a spawn courtyard, but is there any way I can keep the three-level center with my dignity intact?
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I thought about a bit and figured that since the ground level is intended to use for sneaking and flanking, I could move the ground up to second floor height and turn the vital ground-height passages into underground tunnels. I lifted the ground displacements and took a look around, and.. Well, with a bunch of rebuilding, I could turn it into a pretty normal, Harvest-like map.

The problem is, it just feels boring and generic. The balconies, catwalks and general verticalness was what I enjoyed in the map.
You're a veteran and I'm a noob and all that, and I really shouldn't be arguing about map design with you, but.. Is an unconventionally 3-dimensional map really such a terrible thing? Nucleus has approximately the same max distance between playable areas both vertically and horizontally (and unlike my map, it has sightlines that stretch almost all the way through), but that's a perfectly enjoyable map.

I should definitely change the layout to kill some sightlines, expand the map horizontally and add a spawn courtyard, but is there any way I can keep the three-level center with my dignity intact?

If you want to keep walkways and all other stuff go ahead, but try mixing what you have with more traditional and normal layout and see how that works out.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
No. You have criss crossing orthogonal brush strokes (good) but on a circular shape(bad)
If any brush strokes should be visible on the central hub they should be concentric and probably best left as just little rust flecks or scratches.

Blades are ok, if a little clean looking.

Like so?

faningame2.png


Also I didn't put much into the blades since, they all occupy the same uv space, and will be spinning pretty quickly, so no one would notice any details anyway.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Work on the Turbine remake continues:

upperrailing.jpg


Very, very tentative idea for "opening up" the main hallway space. In theory, the grating floor will protect attackers from sentries placed where defenders tend to put them 90% of the time. In practice this is probably a terrible idea.