WiP in WiP, post your screenshots!

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re1wind

aa
Aug 12, 2009
644
588
It IS a fast compile, I'm personally hoping that the colours will become a little better on a -final compile. But I will probably mess with the colour correct later.

As for the wood textures, I did try. But it looks worse. It really does, it looks silly with lots of different wood textures thrown together, like a badly made patchwork quilt. I share your opinion, it does look monotonous, but it looks funny the other way too.


-final compile only casts more rays from the env_light entity *not* lights or light_spot entities. a non-final hdr compile will bounce the light much more, both blending and bouncing colours. a good complementary colour in that picture is red (green) which there needs to be more of as its a red base that blu is attacking.



as for monotony of the wood, throw in some paint/patch overlays. Like the red kind.
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Sethen, I like the gold tomb spawn room. Very much.

Aly: Your colors feel very desaturated. it's all greyish green. No real areas of bright visuals.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,710
2,587
I'm currently working on a TF2 trade map for my friends trade server. This is my first attempt at a TF2 trade styled map. Of course, I never really played in a TF2 server. Just sat in spectate and looked around to see what that maps contained. At the moment, I'm around 60% done with the map. I just need to add more detail, create the arenas and fix some issues in the map.

Please let me know what you think of the map as of now.
Criticism is always welcomed whether Harsh/good. ;D

There's not a whole lot to be said aesthetically other than maybe don't make signs with the TF2 font in them. I don't know if that's normal for trade maps or what. I'm not a fan of the pile of gold just clipping into the ground like that (I have the same problem with Hoodoo's dirt/wood thing), but since there isn't a blendtexture for gold/anything else, there's not much that can be done about it.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
2012-01-17_00002.jpg

ENHANCE

That window with the wood planks over it, above the two wooden doors and next to the hoist, the window and the planks are clipping through each other. I think those planks are designed for the inset windows.
 
Sep 1, 2009
573
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Aly you know what would really enhance that area? Yes I am talking OPEN BROKEN ROOFS! All those roofs are so need and clean you aged the building sides? Now you need to age the top. Cut abit away and addd a simple func_detail frame and DARKNESS"!
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
YM had some dynamic stuff with ropes in strata, that might be helpful. Otherwise, stick a prop in to cover it. A chimney, or weathervane, or something roofy.

Also, is the roof above the doorway acessible? If not, remove the ladder; gameplay-ish props like that on rooves might confuse players.

And i don't like the thin aterfall, though it seems it'd look better in game.

Anytime you want me to run through this like i've done to mojave and axle and so on, let me know.
 
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Sep 1, 2009
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marine06.jpg


And now for the WIP Cart!

marine07.jpg
 

tyler

aa
Sep 11, 2013
5,100
4,622
ENHANCE

That window with the wood planks over it, above the two wooden doors and next to the hoist, the window and the planks are clipping through each other. I think those planks are designed for the inset windows.

Upward just sticks them right over the window, 8u off the wall or whatever, and no one notices.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
For the flip I don't think it's possible, fliping models is always a pain, but if you want to rename the path tracks, use the cordon tools and edit all your entities in the entity list ;)
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
For the flip I don't think it's possible, fliping models is always a pain, but if you want to rename the path tracks, use the cordon tools and edit all your entities in the entity list ;)

I personally think that if you already have the tracks mirrored, just redo the entities for it, seem's easier to me.


I can't wait to try this map.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Casually putting down path_tracks...

YAjRR.jpg


Is there a way to flip them over to the other side, and automatically replace "blu" with "red" in each path?

  1. Make a big skip brush centred at your map origin
  2. put all the path_track entities and props into a visgroup
  3. copy said visgroup and hide it
  4. paste in place (ctrl+shft+v)
  5. add your big skip brush to the selection
  6. flip objects horizontally (Ctrl+L)
  7. go and rotate all the track props manually (unfortunately I know no east way of flipping prop orientations in a group :/)

As for the replacement of "red" with "blu" it's really easy using the Hammer_Entity_Report_Dialog. You can choose to filter by key and value on all entities and then shift select them in the list it spits out. From there all you need to do is open up the properties with Alt+Enter and edit the key value they share that you want to change. That's how I would do it anyway, there is a Replace dialogue too (Ctrl+Shft+R) but I've not used it. If you do use that,be sure to hit the "selection" checkbox to only replace stuff in your selection and no the whole file.

Looking good btw. :)
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
I really like that platform around the obelisk, it looks cool. Can players stand on it?