WiP in WiP, post your screenshots!

soylent robot

L420: High Member
May 26, 2009
499
394
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D723F5BDA096B03C17B47706C6B05B46B92498A4

textures and roof displacements need sorting. and the robots will only ever go down the right flank, which is puzzling.
anybody know a good way to get textures to line up on cylinder shapes?
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
anybody know a good way to get textures to line up on cylinder shapes?

I suggest using alt+right-click to line the textures up (select a brushface with a texture applied, alt+right-click on the brushface next to the selected face, repeat)

However, you will probably end up with two faces that don't line up. One misalignment should be relative easy to hide though
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
I suggest using alt+right-click to line the textures up (select a brushface with a texture applied, alt+right-click on the brushface next to the selected face, repeat)

And be sure the face you start with is set to "Face" instead of "World".
 
Mar 20, 2012
391
806
Digging the geometry, Tarry.

I'd keep an eye out during playtesting on how battle actually works out on the point. For capture points on cliff edges, pyros have a tendency to dominant gameplay (especially in competitive play). The result is that the bulk of the fighting occurs away from the point. You may end up having to do what Arnold did to Croissant's 2nd and adding boxes/geometry to the outer edge. It'd also increase the appeal of the lower path, which I fear will be underused due to its tight width and lack of protection.
 

Janeator

L2: Junior Member
Dec 12, 2012
66
26

If pyros are overpowered, i'd stop making it a cliff and put some buildings right there. Then pyros would still be able to knock out enemies from the point, but they would not die. (at least a bit of buildings at its side, f you only place a bit you can keep the cliff)