So, I've extended the building in focus. And the roof... I don't believe it would look right if I stretched it, or for that matter just redo it, due to the length of the extension.
have the section with no-draw slightly lower that other part of the building, and have a similar slanted roof which meets the wall
(slant it so that the shorter side has the triangle if u know what I mean)
Other option would be to put a fence/some kind of gap and have it as a separate building
Try something like this maybe? Corners are good in TF2 as they add cover and ambush oppotunities, and a decent location/excuse to drop some items in your map.
Try something like this maybe? Corners are good in TF2 as they add cover and ambush oppotunities, and a decent location/excuse to drop some items in your map.
Yeah, I was going to say something along the lines of, give your roofs (even the building as a whole) some varying heights and corners. I would redo that entire side of the building and add more diverse lines to it, and definitely a different height then the building that is long and skinny. Break up the skyline a little bit there.
Whilst i'm all for helping people when they hit a creativity wall. Such is the nature of design. I would like to remind people that valve have now included their maps (vmf's) in a recent SDK update. So without the excuse of not being able or arsed to use a decompiler to be able to look through Valve's stock maps, i can't see why people still arn't utilising them for the very reason they became available. As tools to help us.
I would recommend you refresh your SDK content from your steam SDK window. Then look at the valve maps for inspiration.
I only say this because i am seeing an aweful lot of this type of post. Something that can be achieved with a little visual research.
I'm sorry if this sounds like i'm telling you off, i'm not. I'm only suggesting that you try to look around for alternatives yourself rather than asking for answers. As it is a bad habit to get stuck into.
Worst case, here's a simple answer: break the walls up into sections and do each one a different color, but stick to similar textures (i.e., wood) and then do each one with its own roof. Then break up the interiors similarly, using doorways so that it's all one building yet still subdivided into chunks.
Incidentally, is there a way for your players to get as high up as you're making the skybox? Because based on what little I'm seeing in the images (which is to say I can't see the whole map so I'm working on limited information), you've got the walls and skybox a couple thousand units up, but players won't be able to go higher than a couple hundred- maybe a thousand if they're a multi-rocket-jumping Soldier. Seems like you could shrink that down without negatively affecting the map- which would assist you in optimization later.
Don't forget that grenades can be bounced off the skybox. That's why it's best to make the skybox quite tall and the empty space can be easily omitted from VIS by using a func_viscluster.
Or just a hint brush? Seems like a waste of a more powerful entity to me. The space doesn't mean anything provided it's not cut into a thousand visleafs. That way you wont effect potential free-view spectators.
If this is your first time logging in after the migration (Feb 8, 2022), you must reset your password to log in. Follow this guide if you're having trouble