Well, here it is. The first posted image of my wip.
Gonna be a oldwest ghost town. Rat map, about 1/3 scale player. I want the player big enpough they can get around the whole town. I plan on having each (major) building a cap point. Player can jump onto chairs and then onto tables, etc...
Saloon, Jail, Hotel, Church, etc...
Possibly 5 points. Red defending style so I don't have to worry as much about balanced symmetry. Like dustbowl but without different stages I think. Would be hard to block off areas. Will require a few foward spawns for blu and a few backward spawns for red.
Everything is basically brushes right now 'cept the wagon wheel and displacements. I plan on making alot of models, I'll make em scaled for this map and regular size for anyone who wants to use em elsewhere. Things like the stairs and posts will probably be objects too, I'll see how FPS is when I get further.
Currently the stairs can be jumped up and have 'ramp' supports along the sides to make em easy to get up. I want to have stairs for looks, but most likely they will end up player clip ramps for gameplay.
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EDIT--
Added a few more lights and brushes and went to compile. Currently have one big box around level (I know, CRINGE), but it makes it easy to add/take stuff away/change stuff without having to worry about sealing void all the time.
Took FOREVER to compile. Guess it's time to clean up some. Basically started sealing in the street from huge skybox. Made EVERYTHING func_detail, all the walkways, balconies. Everything I thought might be helping cut up the vis leafs into smaller areas. Hid all that and sealed everything left with no draw brushes. Now only the main building walls and floors (and doors) are world brushes. The sky still isn't sealed off but I need to finish the buildings first.
Compiled in just a few minutes.
Yeah, I'm still learning. Anyway, the FPS is runnng around 150-160 with no hint brushes. Curious as I hadn't checked out the FPS yet, went back a save before this work and was getting 100-150 fps. So I actually did alot more good than I thought.
I've got a ways to go but this is the saloon.
A shot inside on the edge trim. The door to right is closet, spawn room is inside wall inside closet. They can come out closet or go up elevator in wall and come out on balcony above.
Chair/Tables are place holder brushes, but the displacement table cloth will probably stay.
Gonna be a oldwest ghost town. Rat map, about 1/3 scale player. I want the player big enpough they can get around the whole town. I plan on having each (major) building a cap point. Player can jump onto chairs and then onto tables, etc...
Saloon, Jail, Hotel, Church, etc...
Possibly 5 points. Red defending style so I don't have to worry as much about balanced symmetry. Like dustbowl but without different stages I think. Would be hard to block off areas. Will require a few foward spawns for blu and a few backward spawns for red.
Everything is basically brushes right now 'cept the wagon wheel and displacements. I plan on making alot of models, I'll make em scaled for this map and regular size for anyone who wants to use em elsewhere. Things like the stairs and posts will probably be objects too, I'll see how FPS is when I get further.
Currently the stairs can be jumped up and have 'ramp' supports along the sides to make em easy to get up. I want to have stairs for looks, but most likely they will end up player clip ramps for gameplay.
------
EDIT--
Added a few more lights and brushes and went to compile. Currently have one big box around level (I know, CRINGE), but it makes it easy to add/take stuff away/change stuff without having to worry about sealing void all the time.
Took FOREVER to compile. Guess it's time to clean up some. Basically started sealing in the street from huge skybox. Made EVERYTHING func_detail, all the walkways, balconies. Everything I thought might be helping cut up the vis leafs into smaller areas. Hid all that and sealed everything left with no draw brushes. Now only the main building walls and floors (and doors) are world brushes. The sky still isn't sealed off but I need to finish the buildings first.
Compiled in just a few minutes.
I've got a ways to go but this is the saloon.

A shot inside on the edge trim. The door to right is closet, spawn room is inside wall inside closet. They can come out closet or go up elevator in wall and come out on balcony above.
Chair/Tables are place holder brushes, but the displacement table cloth will probably stay.

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