BWCell

BWCell rc1

Frosty Scales

L2: Junior Member
Mar 22, 2015
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zahndah

professional letter
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Jul 4, 2015
721
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This is SO COOL. Am i meant to die when i fall down into the pit or would that be done with the tfdb plugin?
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
This is SO COOL. Am i meant to die when i fall down into the pit or would that be done with the tfdb plugin?
yet another thing i forgot to do, along with actually adding the arena entity. hotfixed soon[tm]
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Interesting! When my first plan for the 72h contest fell apart, i drew up a quick concept that was actually supposed to also use mostly black and white texture work, inspired by Film Noir/the Sin City comics. I didn't have the time to finish it (or rather, iterate on the gameplay enough to make it fun) but it's interesting that there almost would've been two "gimmicky" maps with such a similar idea.
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
This reminds me alot of Afraid of Monsters.
 

zahndah

professional letter
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Jul 4, 2015
721
642
mostly black and white texture work

This map isnt black and white textures, it changes the contrast value in your tf2. This means it makes things like flame particles and rockets have contrasts way turned up too. Its super neato but when i tried it out it made my computer fan go pretty mad.
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
This map isnt black and white textures, it changes the contrast value in your tf2. This means it makes things like flame particles and rockets have contrasts way turned up too. Its super neato but when i tried it out it made my computer fan go pretty mad.
the map is black and white textures as well on top of color correction, because otherwise players with color correction off would have a massive advantage. so i did indeed run all the TF2 textures i used through gimp for this.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
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so i did indeed run all the TF2 textures i used through gimp for this.
O4zs2sL.jpg
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
Changelog:
  • Fixed exploit where you could get in and under the cell-shaded cubes on top of the towers
  • Completely redid the layout of the map, added outer platforms and removed the bottom ones
  • Made horizontal platforms which have a 50/50 chance of appearing on round start and allow for crossing onto the other team's area
  • Changed where the rockets spawn
  • Added a few details, like a func_dustmotes in the center
  • Changed the style of the ceiling

Read the rest of this update entry...