Man you might be able to create a whole prop pack with those! I'm worrying it a bit about the map performance though since it has so much poly.monday wip on a wednesday,
did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:
added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
![]()
the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)
also started to work on the 3d skybox:
![]()
squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand
this is the view from outside red spawn:
![]()
this is the view from outside blue spawn:
![]()
the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom
also:
- added tonemap
- removed full health
- changed water texture
- clipped windows
dl a4 here
also preparing for a prop update:
tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
![]()
staircase_a, 256x256x128
![]()
tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
![]()
tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
![]()
the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
![]()
this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable
EDIT: Wait, are you making the prop set for distribution? or for your map?
Last edited: