WiP in WiP, post your screenshots!

Jan 8, 2011
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We should split off into two separate communities over the issue of grain elevators

It is the only solution.
 

Vaconcovat

L3: Member
Jan 15, 2012
116
188
I think the grain elevators would look good when used like that, i just don't like where you've put them. A spytech beam would make so much more sense
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You guys..it's a prop on the ceiling. Nobody is going to be paying attention to the ceiling when they're surrounded by angry bad guys.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
You guys..it's a prop on the ceiling. Nobody is going to be paying attention to the ceiling when they're surrounded by angry bad guys.

Of course, you never look up during a game, do you (rarely)?
 

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
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Because tf2 mapping needs more dolan references

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Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Seems like some good changes re1wind. It's going to be interesting, to see how that plays.

Also, currently fooling around with displacements and the Arena gamemode:

uGS9Apk.jpg

C91Ni8f.jpg
 

re1wind

aa
Aug 12, 2009
644
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playing around with textures for shiny icy walls. specmap needs some tweaking though, still, not bad for a 40 min job. texture is taken from hl2 and tweaked for tf2's style.

6289977CB48FB88C02BEF24C5AE4E5664B4B7D7D


519CE29C3FE209EE6659B4E1088FD0E6C95F576E


And finally, MY impression of UT3
1652E452BF7F97C30D931FC8B7C2B9CA8A074872
 
Oct 6, 2008
1,965
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You guys..it's a prop on the ceiling. Nobody is going to be paying attention to the ceiling when they're surrounded by angry bad guys.

That's the first thing I look for - I want a place to hide :p
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Well, I got back into mapping, I give me your thougts on this Gorge-Style TF2 map.

whatisthisidonteven.png
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Broken image

edit: Opening it in a new window works though.

Kind of hard to tell what is going on in the screenshot, though. You should raise your prop render distances.

Maybe label some of it for us so we know what is happening in it?
 
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