- Sep 29, 2018
- 246
- 554
I love how this is starting to shape. Medieval maps have never gotten the limelight... Hoping to play it again soon!
It's not medieval but tysm!!!!
I love how this is starting to shape. Medieval maps have never gotten the limelight... Hoping to play it again soon!
I really like how this map is turning out, awesome job detailing! In a few areas it seemed that the cobblestone texture looked a little 'blown up', but I'm super nit-picky, so it probably won't matter too much. Awesome work!
The stone wall nearest the camera looks a little bit out of proportion imo, but the rest looks really good so far.
Any chance to play this somewhere soon?
Setting angle on this will crash the map.- i tried to add an env_sun but every time i did it broke my vmf.
Da Spud Lord said://angle(float) : "Yaw" : 0 : "Override for Yaw in Pitch Yaw Roll, similar to Pitch." // FICOOOOOOOOOL THIS CRASHES THE GAME FICOOOOOOOOOL YOU CANT DO THIS FICOOOOOOOOOOOOOL
I'm working on it on-and-off, but there's still a lot to do before it's rc ready - the spawns remain undetailed, there's no 3d skybox, there's a lot of optimisation stuff to work out and i've got countless other minor things i could probably change before i call myself happy with itAny plans to bring this to rc1 soon?
- implemented an overtime bugfix by Le Codex.
- fixed a single wrong decimal causing blue to win 70% of matches. ive known about this unbalance for YEARS but only worked out what was causing it this morning due to a random discord message.
- both these bugfixes have been implemented into the gamemode prefab.
- added cubemaps throughout the map.
- minor prop changes.