There could be six Arenas maps made out of Hydro.
...but only 1 tc_arena!
There could be six Arenas maps made out of Hydro.
trolling internets +1A bunch of fanboys you are. Don't any of you do anything other than lap up any new change as "awwweeesummm" every time Valve does something? How about the idea of making new content and new maps instead of turning the old ones into a blur of variations. How will you know what map is what map now if they're in a constant state of flux?
i am tempted to rotate all of 2fort upside down and release that on fpsb with the pictures flipped so it looks normal.
I would play that. Seriously.
Also, is it me or did they break the model viewer in Hammer with this update? Dunno if it's been mentioned elsewhere but it's certainly been quite a crux in my mapping plans.
Uh no, these aren't decompiles. For one they have occluders, which I've never seen in any decompile.
Then why are there broken outputs from the logic_auto?
Or why would Valve never noclip the backs of their walls and floors? And there's no way Valve makes brushes in such an aukward, robotic way.
This is an entity automatically spawned in Team Fortress 2.
What I mean by making brushes in a robotic way is that it looks like game geometry is taken and split into brushes, instead of brushes that look like a real person made them. You'd think you'd see some nuances in the brush-work if it were the real source file, but it looks like compiled geometry was split up with a clipping tool.
And yes, I meant nodraw. The textures on the backs of brushes is sloppy. And in between brushes, you see the same somewhat-arbitrarily applied textures that you see when you use the clipping tool in hammer. Again, it's like a robot made it.
I'm not the only person that builds brushes in nodraw and then textures the sides I need, right? I just assumed most people did that because it keeps it as optimized as possible.
That, and you'd think if any maps would compile with no errors, they'd be Valve maps...