1 thing that i dont like in most koth maps is the lack of decent flanks. If we look at how wide harvest is as koth map it shows how far you can build to the side. I prefer to see that more often in koth maps.After a night of half-assed work:
Still have to seal it all up, clean up a few odds and ends, and clip it. Then it should be ready for testing.
hello,
a few years back I promised a friend I'd try my best at making a payload level for tf2, haven't really made anything for tf since the golden days of tf classic - and that was like ~15 years ago >.< (but I am familiar with source overall)...
so after reading up on all tutorials here and over at developer.valvesoftware I've had some first stabs at trying to make a layout,
darker areas are low ground, and lighter areas are highground (right now everything is very blocky, and I'm planning to add some angles and switching out some corridors for some larger rooms)
I'll will hopefully be able to have a first playable version next week,
as a total noob in tf2 mapping I'm open to all suggestions/feedback (I know that it's super hard to give feedback from a flat top down img but anything will be helpful!)
thanks!
It is pretty big (480 x 512 u), but it's mostly to compensate for its great height disadvantage relative to the cliffs surrounding it.That seems like a pretty large capture area.
Update coming in for landing...
With a dash of work, those textures for the ground don't look half bad. I assume it's radiant grass?
Does it have a bump map?
I think Source 2 uses a radically different model for blending, since it allows for blending between up to four textures at a time (although I think maybe that was actually introduced in one of the Left 4 Dead games?) If that third image is supposed to be the blend texture, I'd guess the new model requires a separate heightmap for each texture and then calculates blend based on their relative heights — since that's basically how it works in real life.
the this img is spec/phong mask