WiP in WiP, post your screenshots!

HQDefault

...what
aa
Aug 6, 2014
1,056
536
Something about that screenshot irks me... It could just be the lack of skycards in the map, though.

That's probably it.

This was in fact just a rushed example to see how it would fit.

The idea of the skybox is to make a skycube that looks cold and looks like it supports precipitation, but isn't depressing. While several skyboxes support at least 1 of those things, if not 2, there are very few that can successfully pull off all 3. (The only other 2 I can think of is trainyard, and badlands kind of works but isn't the coldest) So, I figured that this would be a great addition to the arctic pack :lol:
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,850
The sky-box probably looks funny because your clouds never go past the "edges" of your skybox. (The clouds are pretty flat looking anyway.) At least, that's what it looks like from that screen.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Some big changes to Glassworks last:

-snip-

Tried to make last a little less convoluted and more of a straight shot up, while opening the whole thing up a bit more. I also widened the gap at the top of the ramp leading up.

Do I see real-time reflections on that water?

You followed my advice on that when I showed you it during the 72 hr mapping contest?

From me?

:)

Also, that area next to the final point needed to happen. Not too many entrances lead up to the point. Now there's at least a bit more cover in that area. Also, why do I see crisp shadows on the grey floor but blocky shadows on the red floor?

Also 11.550th reply fck yeah
 
Last edited:
Oct 6, 2008
1,965
450
Some big changes to Glassworks last:

BFFF60A323EF99FC8FCBF151969BE0FE1A5C6DAE


Gave it a "sneaky":
696E7ADB6554FCD0EAEB5D6AFB731FD153CD6FE6


BDE05CB4883F85F28874DBA91184433AF9C4D1D0


New basement changes:
E2FC0FF7A39670F7BF1804025DB4564A50447041


8BD6C464F1A90529D039FA20B5943ECDC8A24C70


Tried to make last a little less convoluted and more of a straight shot up, while opening the whole thing up a bit more. I also widened the gap at the top of the ramp leading up.

I funny thought hit me when looking at your map - there's a distinct lack of glass on your map considering it's called 'glassworks' maybe put in some rack of glass somewhere? or use that prefab - the one with the conveyor that makes things and have bottles coming out on it or something :)
 
Oct 6, 2008
1,965
450
Made a new skybox for the arctic pack. Just putting it to the test before I add the finishing touches.
0CB6457993ECD309010C88663CD0870985A72048


It didn't fold into a cube too well, but if the player isn't paying attention it shouldn't be TOO much a problem I hope...

Something looks off to me - it might just be that there's almost more ground in the shot tham the sky - do another one plz :)
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I funny thought hit me when looking at your map - there's a distinct lack of glass on your map considering it's called 'glassworks' maybe put in some rack of glass somewhere? or use that prefab - the one with the conveyor that makes things and have bottles coming out on it or something :)

Look up when you walk out of the main spawn room, then shoot.
 

xzzy

aa
Jan 30, 2010
815
531
Map names aren't supposed to match up with their maps, duh. It's tradition!

Badwater doesn't actually have any water.
Gorge doesn't have a gorge.
You never really go up in Upward.
Badlands is actually a very nice place to play.
Cactus Canyon only got cactuses after players complained, and it still doesn't have a canyon.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
533
802
Map names aren't supposed to match up with their maps, duh. It's tradition!

Badwater doesn't actually have any water.
Gorge doesn't have a gorge.
You never really go up in Upward.
Badlands is actually a very nice place to play.
Cactus Canyon only got cactuses after players complained, and it still doesn't have a canyon.

-Badwater Basin does indeed have a river basin in the skybox.
-Gorge is set in a gorge between mountains.
-You do go up several times in upward and the final cart elevation is 481 HU above where it starts.
-Badlands is based on the American Badlands which describes the arid regions of South Dakota.
-But you were right about cactus canyon. :)
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
-Badwater Basin does indeed have a river basin in the skybox.
-Gorge is set in a gorge between mountains.
-You do go up several times in upward and the final cart elevation is 481 HU above where it starts.
-Badlands is based on the American Badlands which describes the arid regions of South Dakota.
-But you were right about cactus canyon. :)

Cactus Canyon isn't even done yet, we gotta wait and see if they add the cacti, as it seems to be a canyon atleast!
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
Map names aren't supposed to match up with their maps, duh. It's tradition!

Badwater doesn't actually have any water.
Gorge doesn't have a gorge.
You never really go up in Upward.
Badlands is actually a very nice place to play.
Cactus Canyon only got cactuses after players complained, and it still doesn't have a canyon.
Also Well doesn't have a well, Hightower doesn't have any weed in it, Rottenburg looks nice and fresh and Fastlane doesn't have any Eagles music in it.
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
Do I see real-time reflections on that water?

You followed my advice on that when I showed you it during the 72 hr mapping contest?

From me?

:)

Also, that area next to the final point needed to happen. Not too many entrances lead up to the point. Now there's at least a bit more cover in that area. Also, why do I see crisp shadows on the grey floor but blocky shadows on the red floor?

Also 11.550th reply fck yeah

Yup! Dem reflections look so good down there. In going to be super disappointed if I find it is not something the comp players are okay with for optimization reasons.

And yeah, I think the new little side path will help a ton. Trying to make it so it's not to difficult to duck in there from the main entrance (which is now much larger), too.

Light maps have already been adjusted in front of the point since the screenshots were taken. :)
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Yup! Dem reflections look so good down there. In going to be super disappointed if I find it is not something the comp players are okay with for optimization reasons.

And yeah, I think the new little side path will help a ton. Trying to make it so it's not to difficult to duck in there from the main entrance (which is now much larger), too.

Light maps have already been adjusted in front of the point since the screenshots were taken. :)

I decided to go crazy with it a while ago and make a simple map with a lot of geometry and animated things such as doors and lights and particles, and then have water reflect it real-time. Then I spawned some Soldier and Demoman bots who did nothing but spam their rockets and grenades and they all showed up perfectly well along with their explosions. I also did the same with cubemapped reflections and discovered exactly 0 performance issues. I went from 60 fps (at which I have TF2 locked) to 60 fps between the two.

That's the brilliance of Source. It just doesn't give a fck. The only drawback is is that it doesn't reflect the 3D skybox (since the actual skybox isn't technically there), but if placed well it can change the whole look of the map for the better without a single issue.


Also: what's casting the shadows, the laser above the point or the glass roof above it? If it's the model you can generate its own shadowmaps, which makes great shadows regardless of lightmap size.
 
Last edited:

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
I also did the same with cubemapped reflections and discovered exactly 0 performance issues. I went from 60 fps (at which I have TF2 locked) to 60 fps between the two.
That your pc is good doesnt say everone else has a similar pc. It could have been 240 fps for normal maps drop to 70 in your test (which you dont see at a cap of 60). Which in such case would be a quite bad result.

Allways remove fps restrictions when testing maps for fps. And more important, if you set a cap make sure its high enough. 60 is not high enough. i would say 100,120 or 132 (+1 to compensate a frame that normaly gets dropped) as those are reliable enough to be similar to certain server configurations (100 for 100ticks, 120 for 60 ticks, 132 for 66 ticks), The 120 and 132 might be overkill for the ticks, but its still close to 100 and at least is a multiple of 2 from those numbers.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Yup! Dem reflections look so good down there. In going to be super disappointed if I find it is not something the comp players are okay with for optimization reasons.

And yeah, I think the new little side path will help a ton. Trying to make it so it's not to difficult to duck in there from the main entrance (which is now much larger), too.

Light maps have already been adjusted in front of the point since the screenshots were taken. :)

I doubt most comp players have real time reflections turned on anyways. It's something that's almost always turned off in graphics configs.
 

xzzy

aa
Jan 30, 2010
815
531
Pretty much any desktop with a $200 video card bought in the last 4 years is gonna run TF2 pegged at 60 fps full time. 2 years is probably enough to peg at 120 fps.

Basically don't be afraid to make stuff pretty. I mean don't go completely nuts but you don't have to design for 2007 either.