WiP in WiP, post your screenshots!

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
xgSLWw0.png
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
From cubemaps to real-time reflections.

You'll have my vote.
 

Jusa

aa
May 28, 2013
380
620
Have you gotten a new set of feedback to work off of, or just tearing apart and building brand new?
Ramjam is my first serious map for TF2 ever, so when I started working on it I had no freaking idea what I was doing. Its geometry is a complete mess, impossible to optimize and its generaly too large. Decided to start it again with the same kind of layout but shrinking it down a lot and making the brushwork better now that I actually know how to do things.
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
Ramjam is my first serious map for TF2 ever, so when I started working on it I had no freaking idea what I was doing. Its geometry is a complete mess, impossible to optimize and its generaly too large. Decided to start it again with the same kind of layout but shrinking it down a lot and making the brushwork better now that I actually know how to do things.

second time should be a hell of a lot quicker to push through as well

edit: messing about with lighting:
nkvpgoa.png
 
Last edited:

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
So, another night, more mapping done. Blue spawn outside is missing a bit more life, but is basically done:
bluespawn03.jpg
bluespawn04.jpg
bluespawn05.jpg

Please note: I already talked with the chat, especially hoplitejoe about how the bridge pillars don't make much sense anymore - I'll think about some changes for them.

I also did some very early work on the red spawn inside.
redspawn04.jpg


*edit: Oh yeah, and i changed the angled windows on red spawn as well.
redspawn06.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
From cubemaps to real-time reflections.

You'll have my vote.
Just makes the floor look like it's covered in a huge puddle to me. A shiny floor would have blurrier reflections than that, hence why every other engine in existence allows phong shading on flat surfaces.
 

zahndah

professional letter
aa
Jul 4, 2015
766
647
Just makes the floor look like it's covered in a huge puddle to me. A shiny floor would have blurrier reflections than that, hence why every other engine in existence allows phong shading on flat surfaces.

It is meant to be a huge puddle, the theme is an underwater base.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Just makes the floor look like it's covered in a huge puddle to me. A shiny floor would have blurrier reflections than that, hence why every other engine in existence allows phong shading on flat surfaces.
If we bother Valve enough they might just implement it at some point. It's already present on models, it shouldn't be that hard to get it working on standard world brushes, right?


RIGHT?
 

leprecan

L2: Junior Member
Feb 10, 2013
96
89
It is meant to be a huge puddle, the theme is an underwater base.

But then why is the facility pristine? Anyway nice work Exactol, it reminds me of Natural Selection 2's claustrophobic facilities. Also, put some handrails up on that walkway, that ain't OSHA.
 

Exactol

Certified Hammer Hacker
aa
Jul 11, 2013
421
538
It is meant to be a huge puddle, the theme is an underwater base.
Its not supposed to be a puddle.Maybe they just really polish the floors or something. I might try messing with the reflectivity to make it less like a layer of water