Why do the buildings curve like that?
He was trying not to make it a 'town square'.
Why do the buildings curve like that?
Why do the buildings curve like that?
Blown up buildings are the next hip mid for koth maps. Nice job looks really cool
Coldfront was doing the ruined-building mid before it was cool. Insert joke about being 'cool' with regards to a snowy map hereBlown up buildings are the next hip mid for koth maps. Nice job looks really cool
Be careful with trees in the play-space. Sometimes the models have no collision (or inaccurate collision) and they are great for hiding sentries such that the sentry can shoot the enemy but the enemy can't see it.I was mainly doing it so it would an interesting space to play in. Anyway here is an updated version with more stuff around and on the point and nicer lighting.
Careful with putting those pine trees in gameplay spaces. They can be annoying to players as you can't see through them but you can shoot through them, so sentries can be easily hidden in em, along with projectiles flying through them (@sooshey kinda already said that for the frontline trees, but same can be applied to these pine trees). Other than that, it's a really good start!
Careful with putting those pine trees in gameplay spaces. They can be annoying to players as you can't see through them but you can shoot through them, so sentries can be easily hidden in em, along with projectiles flying through them sooshey kinda already said that for the frontline trees, but same can be applied to these pine trees). Other than that, it's a really good start!
(CS:GO stuff)
Yup, I was thinking of using his playtesting to get some more feedback. However I don't think its still running anymore, as he's trying to mix things up currently with some custom gamemodes. Though he says on a reddit post that "Nothing's ever cancelled, just put on hold. Bit like Half Life 3." When he does do another test week, I'll be sure to try and get it in. Thanks for reminding me though!Wait, harvest has a hole in its roof?
Since you are using de_sparity's lighting, you may or may not know how the mapmaker 3kliksphilip is. He has a server where you can test your map similar to the servers here. It's much less populated than tf2maps, but a guide on how to get your map on and ready for a "gameweek" and an example of how he chooses maps is here. Be sure to tell him about all of the great maps you've made for tf2
And of course, don't forget to look at the description.
Actually shadows go to different direction than where sun is
Actually shadows go to different direction than where sun is
and no crowbar, rotating the map doesn't work. You have to change the properties in the light_environment and shadow_control, which is what I did in the above picture.
How does it not work? What controls the orientation of the skybox relative to map geometry then?