Oh god, Oh god, what have you done?!?!?

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Someone should stack every valve map end to end and make a huge payload map out of it.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I fine-tuned Lumberyard, I think it's much better like this:
Team_Fortress_2-2009.06.18-02.30.13.jpg
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I tried compiling 2fort upside down. Everything broke. Spawnpoints were broken, doors were broken, lighting was broken, suddenly there were leaks everywhere... not fun. :(
 

TracerDX

L3: Member
Jun 9, 2009
127
26
I don't even like 2fort. Now it will be on rotations 100 times, in different flavors. I doesn't matter how much you flavor crap, its still crap.

In other news, my next map will be ctf_goldrush. :p That's right, the whole map.
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
He's my opinions on this whole "let's make 2fort with rain/sleet/night/bright/upside" hoo-hah in the form of a music track.

[ame="http://www.youtube.com/watch?v=8yaYO0_NXhc"]YouTube - Muse - Execution Commentary[/ame]
 

eXeC

L1: Registered
Sep 30, 2008
37
1
Probably be better if valve encouraged people to make new maps instead of tweaking finished ones.

Official Community Map Pack maybe? Make 10 community maps official in one go between updates. Would be pretty nice I think because most community maps are underplayed.
 
Dec 25, 2007
566
439
Hey the good news is, you'll easily be able to weed out the crap servers that run these novelty maps from your favourites list.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
What I mean by making brushes in a robotic way is that it looks like game geometry is taken and split into brushes, instead of brushes that look like a real person made them. You'd think you'd see some nuances in the brush-work if it were the real source file, but it looks like compiled geometry was split up with a clipping tool.

And yes, I meant nodraw. The textures on the backs of brushes is sloppy. And in between brushes, you see the same somewhat-arbitrarily applied textures that you see when you use the clipping tool in hammer. Again, it's like a robot made it.

I'm not the only person that builds brushes in nodraw and then textures the sides I need, right? I just assumed most people did that because it keeps it as optimized as possible.

That, and you'd think if any maps would compile with no errors, they'd be Valve maps...

It only helps on compiling it doesnt actually draw stuff that isnt visable ingame, and most of that is nodraw. Although im not surprised these are the same people who never fixed the rotating clouds in 2forts skybox since release lol.
 

eXeC

L1: Registered
Sep 30, 2008
37
1
It only helps on compiling it doesnt actually draw stuff that isnt visable ingame, and most of that is nodraw. Although im not surprised these are the same people who never fixed the rotating clouds in 2forts skybox since release lol.

If you can see the brush you render the sides facing you. Ergo you do render them even if they are obscured by another brush.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Any world brush faces touching another world brush face or the void are culled during compile, so it really doesn't matter what texture is on all those "inbetween" faces. (same goes for touching brush faces within the same brush entity) It could be that they all the more familiar with their own engine along with not wanting to waste time on needless things, so they don't bother with them.