- Aug 4, 2009
- 376
- 84
BAWMP!
I've been experimenting with minor detailing on Coulee, so as to be mapping-productive while waiting for last week's Mobius Void demos to come out so I can get additional gameplay-related feedback from those.
(Yes, Hammer screens, not in-game - I haven't compiled this yet.)
Every visible face in the map has a non-dev texture now, and will for the next release version.
I'm debating on theming for the tunnels. Right now they're textured as part of a spy base beneath each building (no models added yet). Not sure if I'll keep it that way, guess I'd like to know what other people think...
Who doesn't love enormous pipes? :O
Expect the next version sometime after the Mobius Void demos are put up. I'll probably come back after those go up with ideas for layout changes to see what others think might work best from a few options. I'm currently thinking about what possibly to do to reduce spawn campability, but it's tough without creating new sightlines inside the bases, as the big thing in the center is there to stop the spawn from having a direct view of the main exit... giving the spawn an additional exit or moving the current one to abide for a second exit kinda messes that up.
I've been experimenting with minor detailing on Coulee, so as to be mapping-productive while waiting for last week's Mobius Void demos to come out so I can get additional gameplay-related feedback from those.
(Yes, Hammer screens, not in-game - I haven't compiled this yet.)
Every visible face in the map has a non-dev texture now, and will for the next release version.


I'm debating on theming for the tunnels. Right now they're textured as part of a spy base beneath each building (no models added yet). Not sure if I'll keep it that way, guess I'd like to know what other people think...


Who doesn't love enormous pipes? :O

Expect the next version sometime after the Mobius Void demos are put up. I'll probably come back after those go up with ideas for layout changes to see what others think might work best from a few options. I'm currently thinking about what possibly to do to reduce spawn campability, but it's tough without creating new sightlines inside the bases, as the big thing in the center is there to stop the spawn from having a direct view of the main exit... giving the spawn an additional exit or moving the current one to abide for a second exit kinda messes that up.