Red Shift, B

CP Red Shift, B a7a

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
You might need to adjust the bloom or lower the brightness of the sun. It shouldn't be detrimental since most of the gameplay areas are lit by artificial lights
 

youporkchop5

Server Staff
Apr 15, 2018
128
60
This map's name is taken, you should probably change it
 

_theunknown

L1: Registered
Jul 27, 2018
20
4
Renamed 'Blast pit' -> 'Red shift'

Less sharp skybox light.

B and C is now ready (no info_observer_points currently)
A - one-way route to last, some lights in red resp are missing.
B - last is template.
C - last is template.
11 hours for 2 territories. looks legit.

Read the rest of this update entry...
 
Last edited:

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
I would heavily suggest not using the smooth dev textures, and instead using the normal dev textures. Seeing as many players can easily become disoriented while playing due to a lack of depth. Don't get me wrong, the smooth texture looks nice! But I'd keep at as the normal ones for now, just in case. Otherwise, good map!
 

spetz

L1: Registered
Jul 21, 2019
39
26
i've always wondered how people do that cross-section birds eye view of a map
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
Out of curiosity, how did you manage to get a Territory Control setup map at the beginning of the round? I haven't been able to get it to work with actual TC maps that I've been making.
 

_theunknown

L1: Registered
Jul 27, 2018
20
4
Out of curiosity, how did you manage to get a Territory Control setup map at the beginning of the round? I haven't been able to get it to work with actual TC maps that I've been making.

you need

resource/roundinfo/%BSPNAME%.res
for example:
resource/roundinfo/tc_hydro.res​

and

materials/overview/%BSPNAME%.vmt
materials/overview/%BSPNAME%.vtf

for example:
materials/overview/tc_hydro.vmt and
.//tc_hydro.vtf​