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: