Remaking that mess of a map. I don't even know why.Wait a minute, what happened to ramjam?
Remaking that mess of a map. I don't even know why.
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.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.
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.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.
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?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.
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 waterIt is meant to be a huge puddle, the theme is an underwater base.