WiP in WiP, post your screenshots!

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Those "cracks" are a side effect of how anti-aliasing (or MSAA, at least) interacts with the breaks between visleaves. It's only noticeable in very dark areas, but there's no fix for it except to complain to Valve about it and hope someone's listening. I think they've already fixed it in newer engine branches like Left 4 Dead.
 

Dragonisser

L1: Registered
Jul 12, 2014
37
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Even though it looks better now the problem still persists. Maybe some very dark lights will help
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EArkham

Necromancer
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Aug 14, 2009
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Since the end of that tunnel is essentially black, just block it off with a brush using the tools/black texture. That might help.
 

Vel0city

func_fish
aa
Dec 6, 2014
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And if you do want it lit up, just put some light_spot entities on the truck's headlights to light up the tunnel.
 

Dragonisser

L1: Registered
Jul 12, 2014
37
18
Since the end of that tunnel is essentially black, just block it off with a brush using the tools/black texture. That might help.

That was my first thought, but when i do this the light bug occurs again which i tried to remove.

And if you do want it lit up, just put some light_spot entities on the truck's headlights to light up the tunnel.

Good idea, gonna try this and see how it will look.
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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I know "Frontline!" is a World War-themed content pack, and no battles from either war took place on North American soil, but since I can count the official TF2 maps that take place on other continents on my hands, I just couldn't pass this joke up.

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Jul 26, 2015
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I know "Frontline!" is a World War-themed content pack, and no battles from either war took place on North American soil, but since I can count the official TF2 maps that take place on other continents on my hands, I just couldn't pass this joke up.

ZVtJ6as.png

Nice. I like it when people find a way to make just a few props tell a story.
 

Diva Dan

hello!
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Mar 20, 2016
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Making a new arena map and felt really inspired by the new Frontline pack. I got a little carried away with aesthetics! The ceiling fan and seats are from the airport pack, and dining chairs from sunshine for people interested.
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Wow, that... actually kind of makes the props look inconsistently scaled, to be honest. The doors, outdoor tables, and bicycle look puny compared to the windows, sign, and awnings. I don't know if that's an issue with the props themselves or what.
 

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Wow, that... actually kind of makes the props look inconsistently scaled, to be honest. The doors, outdoor tables, and bicycle look puny compared to the windows, sign, and awnings. I don't know if that's an issue with the props themselves or what.

What do you mean? The sizes don't look that unreasonable (except maybe for the sign, which is indeed pretty big)
 

Diva Dan

hello!
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Mar 20, 2016
1,034
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I see where you are coming from but, if you look closely the actual door part of that prop is scaled pretty appropriately when it is compared to the bike and tables. The small chairs I used are from different assets so those probably don't do them justice, either.
 

zahndah

professional letter
aa
Jul 4, 2015
764
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I know "Frontline!" is a World War-themed content pack, and no battles from either war took place on North American soil, but since I can count the official TF2 maps that take place on other continents on my hands, I just couldn't pass this joke up.

ZVtJ6as.png

Who is that bad at naughts and crosses. You NEVER go a side first and that is exactly what the crosses must have done to not have just won there.

Edit: Also why didnt they finish, Its impossible for either to win at this point but atleast play to completion.
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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If they were good at naughts and crosses they wouldnt have gone into war in the first place...
 
Jul 6, 2015
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Relevant:
This really made me thinking about the world
I'm certain at one point in his life, Sun Tze also said: "OW MY KNEE"
I guess thats relavent to the offposting in this thread right?

ANYWAY
I've been working on some detailing practice that totally has nothing to do with the theme of me and criminalbunny's 72hr collab project.
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Kube

Not the correct way to make lasagna
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Aug 31, 2014
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reallyrough_teaser.jpg

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KilogramHours

L1: Registered
Jul 15, 2016
12
15
Here's my concept for my first map.

plr_Irrational

It will be a PLR map, (we need more of those), that the goal is to push your teams tank to the enemies base where you will then blow up all of their rations. Since you can't war on an empty stomach, in which you win.

Something I've noticed with the PLR maps is that they all have mirrored symmetry. I was thinking of making a payload map with rotational symmetry to stand apart from the rest. Or is there something from a gameplay standpoint that forces all PLR maps to be mirrored instead of rotational?
 

Crowbar

aa
Dec 19, 2015
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Technically all rotational PLR maps must have an even number of places where tracks cross each other. No such places, 2, 4, etc.
Mirrored maps have uneven number if they need to end up at the opposite side, and even to end at the same side.
The only gamemode I know that is forced to be mirrored is SD, because SD needs a line, not a point (2 objective things).

Speaking of plr, it's slightly easier to design such maps mirrored.