WiP in WiP, post your screenshots!

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
O.K, how much alcohol did that tank drank?
 

Janeator

L2: Junior Member
Dec 12, 2012
66
26
Mapping, will you be my valentine?

asthmatic.png
Is that grass actually a TF2 texture?
 

PHISH

L1: Registered
Sep 14, 2012
41
21
how do i fix this? I used an info lighting moved out from the prop which should theoretically increase the light..but it didn't do anything :/
2013-02-17_00001.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
info_lighting only works on static props. The dev wiki says to use an info_target for dynamic props, but it doesn't say how. My guess is that if dynamic props still have a line to set an entity that defines the lighting origin, just replacing the info_lighting with an identically-named info_target should be the first thing to try.
 

XionGaTaosenai

L1: Registered
Jun 23, 2012
27
18
tumblr_mia6d8LesS1rl597qo1_400.jpg


WHAT HAVE I DONE

It would be amazing if you did that, but then had each tank have only 100 HP, so that they just go down nigh-instantly. And make it the final wave after a wave that was actually incredibly hard.

"Yeah we finally beat wave 2 that was so hard- wait, what? 80 Tanks! Oh wait, they have less HP than Scouts yes Tank slaughterhouse we are gods!
 

re1wind

aa
Aug 12, 2009
644
588
except that the debris, particles and everything that goes with tanks getting slaughtered so frequently will choke the game to death.
 

PHISH

L1: Registered
Sep 14, 2012
41
21
info_lighting only works on static props. The dev wiki says to use an info_target for dynamic props, but it doesn't say how. My guess is that if dynamic props still have a line to set an entity that defines the lighting origin, just replacing the info_lighting with an identically-named info_target should be the first thing to try.
Thanks Steve! The info_target seemed to do the trick. :)

Might as well show what I've been doing.
Before:
before.jpg



After (still re-working the facade):
after.jpg


2013-02-18_00008.jpg

2013-02-18_00019.jpg

2013-02-18_00011.jpg

2013-02-18_00013.jpg

2013-02-18_00016.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
...That...sure is a thing.
 
Mar 20, 2012
391
806
It's looking nice, dicecube.

When you're taking inspiration from another map (which is totally fine and everyone does it), it's best to switch up the qualities to differentiate. For example, you should find an alternative to the truck -> displacement mound -> crate system in the middle of your bridge. By changing that, you'll increase the uniqueness of your map while still retaining your immediate influence.

You might also want to figure out ways to make the bottom bridge area more appealing to play in.

You've got some very nice displacement work, going. And the mood (skybox setting/lighting, ect.) is awesome.
 
Mar 23, 2010
1,872
1,696
i'd increase the water scale