seth
aa
- May 31, 2013
- 1,019
- 851
Building map structure on a huge grid is smart in general, if you ever need to move bits around or scale things it's much easier to work with a bigger grid.
Congrats on veteran xzzy!
Building map structure on a huge grid is smart in general, if you ever need to move bits around or scale things it's much easier to work with a bigger grid.
sel said:uh, for the twist, i'd say just don't have it at all since no one would ever get close enough to really see it
Reverse Skybox maybe? Most of the map is in the skybox area, and then there is this area in the center of the map, with the sky camera aligned with the table?
I know this isn't a WIP but my graphics card suddenly started working again for no reason, an I almost cried when I saw this map in high settings:
Wow.
It's a spy knife. He'll litterally have it shoved up his nose for people with lov viewmodel fov. I'd say it'll be very much visible.
I really don't like this. It's stupendously dark, very grey except for patches of extreme saturation in colours that don't gel well together into a cohesive colour pallet.
It works ok in the day time because the colours are all unified a bit by the environemnt light and fog, but here they're just a visual mess.
Maybe that is because we expect too much of it? In a normal dark town roofs arent lit either. Why in tf2 is it even needed if you cant walk on it?No one but mappers will ever notice it.
It's the closest prop I can find to the similar thing on this one other picture, lol
http://i.imgur.com/JX8vzCz.jpg
And I'm not making that out of brushes, that would be insane.