WiP in WiP, post your screenshots!

Oct 6, 2008
1,965
450
The problem isn't the clock - it looks great! The problem is the edge of the clock face where it meets the bricks - it's too clean - sharp 90 degree angles? Smooth it out or try to do a round set of bricks to help soften the look.
 

Uncuepa

aa
Oct 25, 2014
799
1,168
Fine tuning some pl_sandsnake

inside
o7tPxuV.jpg


cliffside
4ar2xJH.jpg


outside
qeWT57q.jpg
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
really like the door (and the clock too, of course). I'm glad others are actually giving you constructive feedback, unlike myself.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
this is last, but it seems a little cramped. might redesign
-snip-

I need to put some side routes in here
-snip-

and in here
-snip-

From the screenshots alone, it looks like you have a near constant amount of open space on both sides of the track down its entire length. Consider sending the cart through a few narrow tunnels/openings to serve as choke points, or inside buildings so that players can have height options right next to the track.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
From the screenshots alone, it looks like you have a near constant amount of open space on both sides of the track down its entire length. Consider sending the cart through a few narrow tunnels/openings to serve as choke points, or inside buildings so that players can have height options right next to the track.

Ehh, I disagree. I always say that you need a minimum 256x256 space around the cart, and it's better if you can hit 512 in width. That's because the cart path is always going to be one of the main push routes players use, so you should always give it the kind of consideration you give for all your main paths. That's what Unecpa's done. Think how Badwater does it, then compare it to chokes like in Goldrush. Getting stuck on the cart is never fun. Badwater does have sections that are directly above the cart, however: that would probably work well, as well as more height variation in the track.

You could say that he should have an area that's wider than that though: the width of the cart route does seem to be exactly the same all the way down.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
img


I thought brushes with translucent textures don't split visleafs? The rest of the shack is a func_detail. Does the brush need to have all its faces covered in the translucent texture or what?
 

wareya

L420: High Member
Jun 17, 2012
493
191
>I thought brushes with translucent textures don't split visleafs?

They usually do. They just don't block them.

funcdetail everything.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Or make the glass a func_brush. That's what Valve generally does, though I never figured out why. Maybe they don't want people putting sprays on it.
 

ibex

aa
Sep 1, 2013
308
529
NX2AlSu.jpg

2YceJyD.jpg

Some work on my pl map finally. Maybe when school is over I'll be able to release it.

Edit:
z8knA3e.jpg

I think I like these colors better.

Some overview with fog off.
Qw0PnbB.jpg

DqyIsp2.jpg
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
That spiral looks really interesting.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
It IS quite narrow. It's one of two alternate paths to the roof, one that short and narrow spiral staircase, carrying a greater risk of eating an explosive to the face while ascending, and the other is a far more ordinarily sized flight of stairs, which however passes by an entrance inside the building and is thus not without risks.

There is also the alternative of just rocket/stickyjumping to said roof.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Or make the glass a func_brush. That's what Valve generally does, though I never figured out why. Maybe they don't want people putting sprays on it.
I just checked a few maps but on badwater, nucleus, upward and koth_badlands there windows were just normal brushes. they werent even func_detailed.

However, on barnblitz it had a func_brush. Why that is the case i couldnt find out since its not used for the areaportalwindow. the black func_brush behind it is. But at the blue 1st spawn it did not have any func_detail around it so it also couldnt be colliding with that. But at the 3rd spawn it did. So if it would break, when touching detail brushes, why is it only fixed in 1 of the spawns?

My guess would be that the areaportal would make the brush break since it goes through it. To ensure it is working they made a func brush. but thats only a guess.