Hi.
I'm working on a map called cp_1024. The basic premise is that it's a linear (Dustbowl) three control point map within an area of 1024x1024x1024. So far, I think it works pretty well. The execution isn't flawless and of course there are going to be balance issues, but I'm going to keep trying anyways. This is my first "real" map.
And now... pictures!
EDIT: Should have mentioned: No in-game renders (yet, horrible lighting) and no over-head view (doesn't really work for a vertical map :\ )
BLU spawn
First floor (BLU spawn is underneath that pipe
Second floor.
Third floor. The capture point is behind the ramps.
RED spawn exit ramp. The bars under the skylight cast these cool (if blocky) shadows.
And a prop room in RED spawn. I'm proud of this part
Now you're probably asking yourself something along the lines of "Wait, only TWO ramps per floor? Is this guy nuts?"
Maybe I am, but I think I've solved those problems.
Little exit holes! They're staggered so you can choose what floor you get off on. Perfect for spies! The top one has a func_nogrenades brush over it to keep BLU demomen from getting RED spawners. It doesn't work though, so I may have to put a horizontal door in place.
Of course, I break things. All the time. So Hammer is no exception to this rule. I've got two doozies of a problem for you:
Number 1: overlays/noentry. I've got it placed across a func_respawnroomviasualizer with the other five surfaces painted with nodraw. But in the 3D view, it shows up as a solid white texture. Which means I can't place the symbol where I want it. Instead, RED players get to see six of them.
That's what it looks like in Hammer (it looks fine, but off center in game).
Number 2: info_overlay. They're not displaying correctly in hammer or in game.
Here's what happens when I try to place a BLU logo overlay:
And here's where the logo actually ended up:
Trying again, here's where the logo ends up:
And in-game:
Yes, I am using the texture overlay tool.
I'm working on a map called cp_1024. The basic premise is that it's a linear (Dustbowl) three control point map within an area of 1024x1024x1024. So far, I think it works pretty well. The execution isn't flawless and of course there are going to be balance issues, but I'm going to keep trying anyways. This is my first "real" map.
And now... pictures!
EDIT: Should have mentioned: No in-game renders (yet, horrible lighting) and no over-head view (doesn't really work for a vertical map :\ )

BLU spawn

First floor (BLU spawn is underneath that pipe

Second floor.

Third floor. The capture point is behind the ramps.

RED spawn exit ramp. The bars under the skylight cast these cool (if blocky) shadows.

And a prop room in RED spawn. I'm proud of this part
Now you're probably asking yourself something along the lines of "Wait, only TWO ramps per floor? Is this guy nuts?"
Maybe I am, but I think I've solved those problems.

Little exit holes! They're staggered so you can choose what floor you get off on. Perfect for spies! The top one has a func_nogrenades brush over it to keep BLU demomen from getting RED spawners. It doesn't work though, so I may have to put a horizontal door in place.
Of course, I break things. All the time. So Hammer is no exception to this rule. I've got two doozies of a problem for you:
Number 1: overlays/noentry. I've got it placed across a func_respawnroomviasualizer with the other five surfaces painted with nodraw. But in the 3D view, it shows up as a solid white texture. Which means I can't place the symbol where I want it. Instead, RED players get to see six of them.

That's what it looks like in Hammer (it looks fine, but off center in game).
Number 2: info_overlay. They're not displaying correctly in hammer or in game.
Here's what happens when I try to place a BLU logo overlay:

And here's where the logo actually ended up:

Trying again, here's where the logo ends up:

And in-game:

Yes, I am using the texture overlay tool.
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