Jinxed

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L3: Member
Oct 25, 2007
115
26
CTF_Jinxed B3 is now out!

Features/Changes include:
-Flag indicators! Now you will have the proper flag direction indicators to let you know where the flag is located
-Fixed issues with the text messages when picking up the flag
-Added more instructions to help new players
-Added 2 new cameras to the basement
-Fixed some graphical glitches
-Improved the skybox
-Some new optimization
-Fixed missing health/ammo in blue base

Stay tuned in the coming weeks for a prefab that will setup your flag for you if you wish to emulate this type of gameplay.





Another shot of infront of the cap room
A hallway infront of the spawn room
Spawn room
Spawn room 2
 
Last edited:

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L3: Member
Oct 25, 2007
115
26
Fixed the pictures cause some people seemed to be having problems
 
M

Maj.Woody

Finally got the screenshots to load.

That is looking pretty good, nice attention to detail there. Cant wait to see it in action.
 
O

Octopus

This looks amazing, I really like the gametype. Looks fun, keep it up.
 

drp

aa
Oct 25, 2007
2,273
2,628
wow this looks really detailed. how did you get that lighting? my weakness is lighting :(
 
K

killanator

sounds like a really fun mode. thats what rocks about tf2, all the different game types you can think of, where as in a different game there are 1 or 2, like counter strike only has cs and de, battlefield only has like domination, in tf2 theres practically unlimited.
 

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L3: Member
Oct 25, 2007
115
26
For lighting I have light_spots with rather large angles (the ones in the spawn room have 60 for bright angle and 70 for the outer angle) to give it a realistic look. To fill in the lighting to fit the Tf2 theme I also place light entities through the map in the center of rooms/areas (so they evenly light the whole room or most of it) with the same color as my ambient light but a low brightness (around 70 or so).

As another lighting tip I recommend making different vis groups for different types of light depending on the model I use as a source for the light.

So I essentially have something like this:

Light_Hanging
Light_Wall
Light_Lightbulb
Light_Florescent
Light_groundlight_sm
Light_groundlight_md

Then if I decide that a light source doesn't look quite right I'll use the "mark" option to select all lights of that type and make the adjustment. This way I can keep all my lights using the same attributes easily. I think it really adds to the map when all light sources coming from the same model give out the same type of light.
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
I agree. The hallways are sharp, and the lighting is spot on :D Very awsome indeed.