you can also parent it to something rotating, either a momentary_rot_button(?) or two alternating func_door_rotatings (parenting it to whichever one is turning the direction you want when they switch direction)
Yeah, this is what I was thinking of.
you can also parent it to something rotating, either a momentary_rot_button(?) or two alternating func_door_rotatings (parenting it to whichever one is turning the direction you want when they switch direction)
Am I going too overboard with foliage?
pretty happy with how D is looking
C has had a few changes as well
and E is starting to shape up nicely
Based just on the screenshot, it looks like C isn't really the focal point of its area. It may help to put it on some concrete platform to draw attention to it.pretty happy with how D is looking
C has had a few changes as well
and E is starting to shape up nicely
Nice work, I like the layering in this.
I'm afraid though that you're going to have decent macro-gameplay, but your micro-gameplay is lacking. Get some crates, or something to use for cover in there. Things that players can use to quickly get a slight, localized height adventage on. Props for scouts to skip around on, and for spys to on-the-fly swap disguises or cloak.
Too small. Real payload is 2x that size. Looks like you don't have many flanks or real side routes
I think I'll be fine size-wise.
It is about half the size of Badwater, yes, but that's kinda what I was going for.
You were probably already going to change this, but I feel the texture could use more wear and tear, and more gray colors instead of a solid blue. (Talking about the ray gun and the teslas).
First models for tf2 done!
Now to figure out why the collision model on the concave cap platform is all messed up :v
WARNING: COSTLY COLLISION MODEL!!!! (215 parts - 40 allowed)