WiP in WiP, post your screenshots!

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198
My main concern about this is if there's too much space and how the vertical height works.
Also sight lines.

A5anoou.jpg

A5anoou.jpg
 

TMB

Banned
Jun 7, 2015
821
323
I want to belive
RhrGm3m.png


Like many people like this version of Ixem im thinking on uploading with other name and ill keep updating this map and the other...

What do you think?
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Like many people like this version of Ixem im thinking on uploading with other name and ill keep updating this map and the other...

What do you think?

I really think you should do it. Both version of Ixem were very popular, or so I'm told. I've only played some recent versions, but I really liked them!
 
Jul 26, 2015
697
822
I want to belive
RhrGm3m.png


Like many people like this version of Ixem im thinking on uploading with other name and ill keep updating this map and the other...

What do you think?

Did you recreate every single one of the fences with :blocklight:?
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
UCc2Hoi.png


Messing around with the jungle half of the Mayann pack, because it is the best half. Also adjusted settings on one of the Frontline skyboxes.

MfWfOh3.png


A bit later
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
yes, why?
If you compile with -staticproplighting and -statyproppolys VRAD will automatically take those fence posts and give them a nice shadow to cast on the ground (if you want to see them on the ground turn down the lightmap scale to like 4 on your ground brushes). What you're doing now can only work if you disabled the model's shadows entirely, otherwise it'll still use the collision box for shadows, which just makes it a massive solid wall, rendering the blocklight brushes useless.
 

the_rad

L1: Registered
Sep 6, 2015
23
39
For Team Fortress 2 Classic.
4 teams Playload Race
ETcfCEl.jpg


ADw9qUg.jpg

oCAcAlA.jpg


I just wanted to see how a chaotic game mode like payload race works.
In worst case scenario: Awful and Frustrating Gamemode

Best case: A Funny and Glorious Clusterfuck.
 

re1wind

aa
Aug 12, 2009
644
588

Waaay too dark, you're going to need to add a lot more lights, preferably non-coloured lights, in all the playable areas to stop 99% of any feedback you get being along the lines of "too dark", "can't see enemy", "spy heaven", etc. I also can't tell what the layout of your map is from your screenshots because they're so dark.

For Team Fortress 2 Classic.
4 teams Playload Race
ETcfCEl.jpg


ADw9qUg.jpg

oCAcAlA.jpg


I just wanted to see how a chaotic game mode like payload race works.
In worst case scenario: Awful and Frustrating Gamemode

Best case: A Funny and Glorious Clusterfuck.

I don't think you need the team-coloured lights in the spawn rooms, you've done a good job of using team-coloured textures in each corner, and the coloured lights, while pretty in their own right, don't necessarily help in a multiplayer scenario.
I'm ignorant of tf classic gameplay, but those look like some long sightlines. The track layout looks a bit simple, and doesn't force teams to go past all the other 3 teams. I'd suggest a spiral design that puts the green cart past the blue building, then red, then yellow, and then leads into the middle capture point. as an example, i don't know what the cart layout is below the platform.
 
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the_rad

L1: Registered
Sep 6, 2015
23
39
Waaay too dark, you're going to need to add a lot more lights, preferably non-coloured lights, in all the playable areas to stop 99% of any feedback you get being along the lines of "too dark", "can't see enemy", "spy heaven", etc. I also can't tell what the layout of your map is from your screenshots because they're so dark.



I don't think you need the team-coloured lights in the spawn rooms, you've done a good job of using team-coloured textures in each corner, and the coloured lights, while pretty in their own right, don't necessarily help in a multiplayer scenario.
I'm ignorant of tf classic gameplay, but those look like some long sightlines. The track layout looks a bit simple, and doesn't force teams to go past all the other 3 teams. I'd suggest a spiral design that puts the green cart past the blue building, then red, then yellow, and then leads into the middle capture point. as an example, i don't know what the cart layout is below the platform.
Well, Thanks for the feedback. There's about putting it in a spiral, the problem, what if there's no team in the blu, grn, ylw or red side. I chose this because for teams are more easy to defend. Also, the cart will go back if the cart wasn't pushed around 5 seconds, this is because It is really hard attack and defend due the number of players(which is max 6 players per team) and basically is a free for all