WiP in WiP, post your screenshots!

Nov 2, 2010
356
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spudboy

L1: Registered
Feb 8, 2015
37
6
So koth_stockhouse is difficult to salvage due to layout issues so I'm trying to make a farm themed A/D map. Behold my noobish barn.
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spudboy

L1: Registered
Feb 8, 2015
37
6
Those hay bales were stacked by the magical powers of paste special. I'll obviously pretty that up during the detailing process. I just wanted something to indicate that the area there is blocked by a clip brush.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Those hay bales were stacked by the magical powers of paste special. I'll obviously pretty that up during the detailing process. I just wanted something to indicate that the area there is blocked by a clip brush.

You should put chichen wire to indicate that players cannot go there. Makes little more sense than magic hay bales.
 

tyler

aa
Sep 11, 2013
5,100
4,621
i think C on the new theory is getting out of hand

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here's the new path being added in more detail

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reconstructing the rest might encroach on where B is though, so i might have to redo B to fit this better next (which is fine, because i haven't built blu a forward spawn yet and dont like where i initially planned to have it anymore)

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btw, red now has a shortcut right to A out of their spawn room

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Apr 14, 2013
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The lighting is obviously WIP. The picture is taken from a flanking route, that you can't clearly see the point from (the point is on top of the big red octagon in the middle, but I was afraid that it wasn't obvious enough).
My solution, to make the point more visible: The cp_gorge sunroof, is casting a nearly perfect light reflection on the wall, to make sure that the people would look at it, and hopefully this, with a bunch of spotlights I'll add soon, would be enough to attract the attention. (Yyler thanks for your lighting tutorial that gave me this idea)
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,044
627
Those hay bales were stacked by the magical powers of paste special. I'll obviously pretty that up during the detailing process. I just wanted something to indicate that the area there is blocked by a clip brush.

Why are you using paste special on what are hopefully just static props?
 
Oct 6, 2008
1,965
450
Just got back from vacation - here's my mpl_doublehelix update - looks like the custom HUD is now working just a couple of more things to do with it - I'm getting some z-fighting with the red cart coding and am trying to fix it + got rid of all

mpl_doublehelix_b2-04.jpg
 

LeNitrous

L2: Junior Member
Feb 11, 2015
57
10
I might aswell join in the fun... A preview of RED Courtyard for my upcoming 3CP Domination map. Environment Lighting needs some angle changes since I'm not really happy with it. Overlays broken. Won't show up for some reason.
[EDIT] No lighting indoors. Just pointing out my error.
2015_08_14_00001.jpg
 
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re1wind

aa
Aug 12, 2009
644
588
[snip]

If you're not sick of crusoe yet, boy you will be. But, i made it thundermountain and ran a full compile and its turned out pretty nice i think.

those bloom and hdr settings look a bit too much for tf2's style, imo. There seem to be lots of high-contrast areas not created by textures but from light intensity: the white wall by the lighthouse, for example. Reducing the bloom may help with alleviating the apparent contrast, but some of the indoor/darker areas may still require some extra lighting. And/or don't use white textures for brushes exposed to direct sunlight, but that will make shadowed and dim areas even darker.