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Am I going too overboard with foliage?
pretty happy with how D is looking
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C has had a few changes as well
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and E is starting to shape up nicely
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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
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C has had a few changes as well
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and E is starting to shape up nicely
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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)
That area looks way too dark, which can make it hard to see players and recognize their team colors. Lighten that area up.Source lighting, why do you always forsake me:
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Notice how the cart and viewmodel appear to be lit even when they are in the shadow of that tree.