Dont give the map a name too early. Wait until you got a style for the map. Most of my maps went to multiple names before even the first version was released. Only once you have a target on the style you can come up with a good name.
"Just industrial" is not a refined enough style. Is it a factory, is it a warehouse, what is being made/transported, what are you protecting/trying to blow up, what are they trying to achieve? These are all questions you should ask. And by answering those you can start creating a name. And sometimes that needs a finished map.
Also for a payload map i find the spawn entrance too close to the capture area. It will very likely make it easy to defend which is something that might be very dangerous and boring. Would you want the defenders standing in the spawn doorway as they are harder to be hit there? Ensure that the capture area is out of the direct view from the spawn. Idealy most of the payload track even should be. And if they can see it, then they should be able to recieve the focus of the attackers without it instantly turning into spawn killing.
Inspired by Freyja to do some European. Specifically, Belgium. Sorry about the lightning.
Inspired by Freyja to do some European. Specifically, Belgium. Sorry about the lightning.
-snip-
Inspired by Freyja to do some European. Specifically, Belgium. Sorry about the lightning.
http://i.imgur.com/QbyyWTD.jpg
Source:
https://scottandsoonjeong.files.wordpress.com/2011/03/belgium_brugge_old_houses-sml.jpg
A recommendation: Add a border on the texture for the slide using the alpha channel (I assume the texture is $selfillum and not UnlitGeneric?) to make it look like it doesn't exactly perfectly fill the screen.
You do that by adding an alpha channel to the texture. Everything in the alpha channel that is black will be transparent, everything white will be visible. I use photoshop for that.See here's the funny part, I know jack shit on how do any of that! :O
See here's the funny part, I know jack shit on how do any of that! :O
Just make part of the outer edge transparent (since that's what Photoshop expects alpha channels to be used for) and pick DTX5 when you save the VTF; the plugin should take care of the rest.