Godslayer57
aa
- Sep 1, 2009
- 573
- 323
the fur suggestions were correct, it helped a lot, and give a good amount of definition. I was hesitant because it's a fine detail that i really don't like to bother with in tf2 items sometimes, but it worked out. I've used normal maps before for things like this, not just for details, but for form, you've probably just never noticed them. I still don't like how source handles normal maps (and i've already made a large fool of myself on that topic, see the manor thread). Here's some hair:
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Fix the sightlines,it looks very sniper friendlyHey guys, I'm new around here.
I suppose this could be considered my "first map ever" seeing as how this is the only one I've ever taken to a level where it was actually playable. Before this map I just kinda messed around with hammer, making giant rooms with low gravity and that sort of stuff.
Anyways, I'm hoping to eventually turn this into a swamp themed map because I think those look pretty cool, but I don't really see it used that much.
http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-48-49.jpg
http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-36-91.jpg
http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-29-30.jpg
http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-13-10-39.jpg
As you can see, I haven't even touched the skybox. I've just left it as a simple (and not so great looking) 2d skybox just so I could test it out and stuff like that.
Whoops, almost forgot to mention that it's a king of the hill map.
Assymetrical PLR.
You guys are terrible. It's branching Payload.