They only give you like 9 hp each, and don't even put out fires. You have to grab about 200 to get to max overheal. They're scattered everywhere because of that.Does TF2C really have those overheal pills scattered EVERYWHERE?
What on earth are you doing with Lumberyard?
Have this DISABLED when making new brushes, and your textures should be fine.some pics of a koth map im working on
this is blue spawn
does somebody maybe know how to do the dev textures more nice?
More progress on 2nd stage of geyser. This is point 2-1 which still has a ton of work left but, it should cool running the cart through the rib cage (Jukebox will have a custom prop developed for this, white brushes are placeholders for testing):
some pics of a koth map im working on
some pics of a koth map im working on
this is blue spawn
does somebody maybe know how to do the dev textures more nice?
My entry so far to the intel room contest, ignore the blood (in first screenie) I suicided in this room before respawning and taking the screens
A LOT of what defines good detailing is what appears above the players. In your case, mainly that outside area, nothing but a flat wall. Not only is that boring, but rather bland and unrealistic. Things should be jutting out, sticking in, windows, lights, wires, all that.My entry so far to the intel room contest, ignore the blood (in first screenie) I suicided in this room before respawning and taking the screens
Its still a wip, and that is what I was going to work on after I fix up the lighting. Thanks for the adviceA LOT of what defines good detailing is what appears above the players. In your case, mainly that outside area, nothing but a flat wall. Not only is that boring, but rather bland and unrealistic. Things should be jutting out, sticking in, windows, lights, wires, all that.
Trying to avoid a 3D skybox is a sure fire way to end up with a boring map visually.
My entry so far to the intel room contest, ignore the blood (in first screenie) I suicided in this room before respawning and taking the screens