They were there as a placeholder. Its simply the props from the alpha stage during the 2ss contest. I did reduce the fog a bit since its true, space doesnt have alot of fog.
Do visleaves with a lot of sides actually present a calculation problem? Because that's what you'd be looking at here, a single pseudocylinder (not counting the automatic subdivisions VBSP makes at regular intervals). I always assumed those were way better than, say, rounded outer corners where you get a buttload of little wedges, but I hadn't thought about calculation complexity.
I'm currently working on pl_city! Right now, I'm still in the alpha phase, making some big changes through lots and lots of playtesting. I'm not completely sure on the theme yet but I'm thinking something like New York style, bit grimmy at nighttime.
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Looks really cool, the one thing I can say from the screenshot is that the cart path (as in the space around the track) looks really narrow for a payload map.
In terms of theme, have a look at mvm_mannhattan.
TFKart map I'm working on. I wanna try to do some rainbow road type shit.
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And some rough setting for cp A of intercept.
The textures probably will change colors to a more blue-ish/neutral setting, but atm valve doesnt have such yet other than white. The gate will also change to something that isnt a block. But hey, at least it gives a general idea of what the area should become.
Pretty Cool I think this a Very Cool map To be On tf2 For The Comunnity.