WiP in WiP, post your screenshots!

Ninamori

L1: Registered
May 7, 2015
31
10
Not sure about your previous experiences with Hammer, but curves in general are a huge pain in the butt. They can look really cool, but it's basically slamming your head against a wall repeatedly until it's done.
Barely any. Funny to see you here as I've been following your YouTube tutorials :). Basically the map I'm putting on hold is nothing, but curves.
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,522
Yeah I'd highly recommend trying something more simple to start. Avoid "making a box and filling it" the best you can, as it'll be hard to not only make fun and fit the TF2 style, but optimization later down the road will be a huge pain.

And cool that you're following my series! :)
 

Jigen

L1: Registered
Oct 18, 2009
22
3
The other issue with this map is that one of the core objectives can't be translated as far as I know. Basically in The Crystal Scar whomever holds the most points drains the other teams energy, and whoever runs out of energy first wins. To translate this into TF2 it'd have to be a breed between KOTH, and CP. I'm not sure if that is possible without creating a new game mode, or if it has been done before.

You could try emulating Standin where all 3 points can be captured at any time until one team holds all of them.
 
D

Digaag Wa Riz

As long as there are random Teemo shrooms scattered about the map as hazards I'm sure you can't go wrong.
 

Ninamori

L1: Registered
May 7, 2015
31
10
As someone who [breifly] worked with Unity I had no idea just how much I would miss being able to play test things live. Personally I could give a rats ass about the next Half-Life game I am more interested in seeing what they've done Hammer, and other development tools.
 
Oct 6, 2008
1,965
450
Or learn propper!

If someone could tell me how to get propper working it would be appreciated - tried five tive now can't seem to get the config to work right!
 

Soilbleed

L2: Junior Member
May 7, 2015
62
246
Wanting to get this upto a standard where i'm happy for it to be play tested (a lot of the rooms felt really small and pretty boring, so i've been doing massive rebuilds) The added detail is just to keep me motivated (naughty me for detailing a pre-alpha map, but its fun and i'm not so attached to it that I wouldn't scrap and change large portions post feedback :p)

LsprfJR.jpg

3XWGiNo.jpg
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,044
627
Wanting to get this upto a standard where i'm happy for it to be play tested (a lot of the rooms felt really small and pretty boring, so i've been doing massive rebuilds) The added detail is just to keep me motivated (naughty me for detailing a pre-alpha map, but its fun and i'm not so attached to it that I wouldn't scrap and change large portions post feedback :p)

LsprfJR.jpg

3XWGiNo.jpg

Wow! That looks much improved from the first screenshot! However, I noticed you have an HL2 metal texture by those stairs in the foreground of the second image, you'll want to replace that with a TF2 texture.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
A couple of Valve TF2 maps use HL2 textures. The windows all around Gorge's RED building that face outside? HL2 texture with a glowing brush behind it.

But indeed, those metal floor textures have lots of TF2 equivalents.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
A couple of Valve TF2 maps use HL2 textures. The windows all around Gorge's RED building that face outside? HL2 texture with a glowing brush behind it.

But indeed, those metal floor textures have lots of TF2 equivalents.

Not to mention the HL2 concrete barriers on Badwater
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Now that you mention hit.

u wot m8


Also: VALVE, Y U NO USE LOWER LIGHTMAP SCALE.
 
Oct 6, 2008
1,965
450
They think no one will notice but the DO!
 

Soilbleed

L2: Junior Member
May 7, 2015
62
246
Wow! That looks much improved from the first screenshot! However, I noticed you have an HL2 metal texture by those stairs in the foreground of the second image, you'll want to replace that with a TF2 texture.

Ah thanks for pointing that out. Changed to the TF2 equivalent :)
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
I'm working on my remake of pl_city which used to be orange. Texturing it from the start now:

FEVFPFh.jpg

YjYUX5O.jpg
 

Ninamori

L1: Registered
May 7, 2015
31
10
Here they are. About 6 or 7 in total, and I didn't want to make my post look too huge.

I'm working on something of an office building where both red, and blu enter, and go at it. I'm eventaully going to put in some windows that will be open so that smart enough soldiers, scouts, engineers, demos, or etc can skip a floor or two, but it will be high enough so that they'll take a lot of damage.

Also eventually I will figure out the skybox so I won't have to stare at brick walls everywhere, or dev. textures.

Ultimately I decided to use teleports to make an elevator I guess I'll put down something better than arrow decals later on. I was going to do an actual elevator, but they seem to be problematic, and generally are a pain in the butt. Teleports aren't perfect either, but it's better than nothing.