Discussion in 'Map Factory' started by Tunas, Aug 15, 2012.
Extract to *\steamapps\your account name\team fortress 2\tf\maps
Dat second screenshot.
I like it. It's pretty.
Change that red bell in the first screen shot to it's blue skin. To do this right click on it, then change the skin setting from 0 to 1. Most objects with default skins are red and blue is their 1 skin. The directions signs ("Battlements", "Intelligence" "Resupply") are all one model with multiple skins for each message and team.
Otherwise, looking very nice.
wow, yeah this detail work looks pretty cool, the whole office Guggenheim thing is awesome. a few lighting issues but it isn't a major problem from the looks of it.
First screen, you've got a vent prop that's meant to come out of vents, not a wall.
There is no blue skin for that model.
And just because it's red doesn't mean it's RED.
Example: the fire extinguisher, found red-colored in BLU bases in Badlands and others. Along with a red strip. Red textured objects are not just for REDs, you know. If a fire extinguisher was blue, how would BLU notice it as well as if it was red?
Because fire is red, and if the base is on fire, they have to find the thing that is blue!
Fire extinguishers are red, not blue. It's just a fact, why would you bother to make it blue? Red works just fine, so even BLU would use red colored extinguishers. It's just more practical and it stands out on a blue wall, which makes it easy to locate.
Your indoor areas are pretty. Your displacements need some serious work though. Right now they're really lumpy and weird looking.
Your failure to understand my joke is incredbly amazing.
This looks incredibly overscaled for a CTF map. Not to mention the optimization nightmare those bases must be with all them stories.
It's certainly very pretty, though.
I like the general design and the detail you put in, but I feel like there are "fake passages" in each of the bases, making it hard to explore. Other than that, GREAT!
Very pretty. ++
Not sure what parts inside the [spytech] base are accessible to players and so on -
Good use of height differences +
massive sightlines outdoors --
Guess it's down to testing to see how well the map actually plays though.
Very impressive work I like how the bases are stacked level by level. I also like the oudoor area.
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