ctf_culvert_b2: Now with a lot nicer cliff walls and very basic lighting. New pictures: Notes for b2: - Anyone know why everything is so bright? (ref: bottle, intel, decals, sky) - Please muck around in the .vmf and figure out why. The light_environment is in the center, in the sky, just below the skybox. - The walls are done with displacement, I believe they turned out very nice. Thanks for suggesting this. Old post: --------------------- Hey all, this is my first map, so it's pretty bad compared to some of (read: all of) the other maps I've seen here. Still, I had to start somewhere, and I'd like some feedback. The basic idea of ctf_culvert is exactly that of a bombing run map in UT. "Flag" in the middle, teams fight to push the flag into a goal at the other teams base. The capture point is above the exit of the other team's spawn; follow the arrows, and jump through the yellow/black striped rectangle. I tried to think of every class as I was making this, yet I think it is a bit unbalanced. Pyros and Engineers seem especially weak on the map, while Snipers and Demomen will do pretty well. Agree/disagree? Thoughts on how to fix? Pictures: Old pictures removed. Some notes: - Pictures aren't directly shown because of the ugly bar. - The textures are UGLY. They're placeholders, sorta. I have very little artistic ability, and nothing I'll ever make will resemble the quality that Valve can churn out, so the textures stay as they are. - I need a better way to take screenshots. (those ugly gray bars ruin the pictures a bit.) How should I load the map so as to run it without a UI? - Lighting isn't done. I messed up the lighting somehow by making a bunch of lights, deciding I didn't want them anymore, and then deleting the entities, but the light stayed. So compile in HDR otherwise the map is (probably) very dark. - Also, this isn't a culvert. ctf_ditch didn't have the same ring to it though. All feedback appreciated.