Balls are fun.
Still trying to find a good way to structure the outlying areas so that they are useful. :/
I'd be interested to see if custom materials using $seamless scale would make all the displacement textures look more natural. It's what Valve used for the antlion caves. (I ran into some similar problems doing some caves for ctf_spring but I'm all sidetracked with other stuff now and haven't had a chance to try.)
The "patch" material approach might make it very easy to make "seamless versions" of common displacement and blend textures.
$seamless_scale doesn't work in TF2 on displacements. Also, they only look strange because they are grid textures, it will be much less noticeable with normal ones, plus I intend to do some hand tweaking of them.
Was just coming back to post of my failure with getting it to be anything but solid-black or checkerboarded.
But, FYI, the checkerboard missing-texture texture lines up real nice on a cube-subdivided-into-sphere
Unless it's purely a TF2-does-not-support issue, I'm not sure what I'm doing wrong.
One of the disadvantages to using subdivided displacements is that unless you later convert them to models with a decent model unwrap, you're going to get horrible texture misalignments at your seems.. I'd be concerned about this, but i'm sure you're experienced enough to have taken this into account already? But i figured i'd give a heads up anyway.. You're a wizz with the entities but i'm unaware of your experience with the rest of Hammer's feature's and practical tendancies.
edit: ok, i seem to have failed at reading the last page. But i'll leave my comment as it still kinda stands i guess. Making some custom textures to the same vertical scales as the displacements might help. Depending on what materials you have intended for them.
You know what would really be awesome to have? Voxel textures. "Cave rock" would really be a repeating 3D cube, and all displacements would take on the color of the voxels (tiny cube-pixels of the larger cube) that they cut through. You could do realistic sandstone caves with banding etc. with very little effort or misalignments.
Now that would be a really cool VMF post-processor tool: Find displacements using a placeholder material, generate the actual VTF based on how it cuts through 3D space... but I'm not gonna do it
If you do a 3D skybox, make planets using the celshading technique
It'd be awesome
Make the Death Star Muwhahahahaaha
and if you do put that in i want credit for the idea lol
Get a picture of the Apollo moon lander.
Use it to make a simple model like the 2fort "cows".
Put it somewhere inaccessible but visible.
The moon landing was faked! NASA (with both RED and BLU in their logo) set up a sound-stage on the moon!
Cell shading? Nothing else in the map is cell shaded :/
a friendly bump to see where this is.
This map is great balls of fun. :V
I think there needs to be a path that doesn't enter the middle area at ground level. The height advantage on the point is just too great. When my team was winning, we dominated the middle and killed everyone on the other team as they came in. When my team was losing, I watched over and over as I followed a group into middle and they all got immediately gibbed by grenade/rocket spam.
what shmitz said, + smaller spawn times for the attacking team
This is beautiful. Twisted but beautiful.
If Antoni Gaudi, Pablo Picasso, Lewis Carrol and Dr. Seuss got together and made a map, it would be this one.
The battrain reminds me of Deathgaze, though.
Really, though, what this lacks in gameplay it makes up for in wacky, off-the-wall fun.
the seer amount of secrets to be found are incredible.
Any thoughts on the health/ammo locations? Next version I think I'm going to bring attacker's wave time down by a second, raise the lower entry way 64 units, and hopefully reshape the routes to be less chokey.
I would have suggested tunnels. In fact, i do suggest tunnels. Tunnels like gopher tunnels or something very alien-swiss cheesey. Or even just 'trenchy'.
I would actually recommend using the textures I used for the caves in dusk as a basis for the surface of the moon. Many people asked me if the theme was "on the moon" for that map.
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