at first, I thought you were talking about 45-degree inclines, and I thought to myself "holy crap... that's a terrible idea..." and then I noticed the 45-degree angle entry way, and realized, you're slightly insane... Wish you luck...So I was experimenting with 45 degree angles and was pritty happy with how this turned out. It's very loosely inspired by the first point of thundermountain.
(Interiors are a bit dark at the moment because I haven't added lights)
at first, I thought you were talking about 45-degree inclines, and I thought to myself "holy crap... that's a terrible idea..." and then I noticed the 45-degree angle entry way, and realized, you're slightly insane... Wish you luck...
no, when creating staircases and such, you have to make them in the square grid, and rotate... and then when you rotate the items, it becoms unatached to the grid, and you have to manipulate the vertexes for it to work... right?45-degree is easy enough to work with, just visualise an angled grid over the 90-degree one and you'll be fine
no, when creating staircases and such, you have to make them in the square grid, and rotate... and then when you rotate the items, it becoms unatached to the grid, and you have to manipulate the vertexes for it to work... right?
If there is an easier way to do this, and I have been doing this the hard way the entire time, please tell me...
You use ctrl+b to auto snap to grid.no, when creating staircases and such, you have to make them in the square grid, and rotate... and then when you rotate the items, it becoms unatached to the grid, and you have to manipulate the vertexes for it to work... right?
If there is an easier way to do this, and I have been doing this the hard way the entire time, please tell me...
You use ctrl+b to auto snap to grid.
Ok humor me, but how are you doing this, vertex tool or what?all you need to do is build them on your 45-degree grid to begin with
that seems quite good, I would just like to point out the lack of cover on the high ground, and a potential in that cornerFirst time playing with an MvM layout. How did I do.
Ok humor me, but how are you doing this, vertex tool or what?
Higher grounds sometimes dont realy need a lot of cover. On short maps you want to avoid this! Count the cover in decoy.that seems quite good, I would just like to point out the lack of cover on the high ground, and a potential nodraw in that corner
The autumn theme is pretty darn attractive, even in an alpha.MvM WIP
Not 100% happy with the front water area (its a bit flat and boring right now) but it seems OK in-game so we'll see
what skybox are you using if I may ask?
very wip mvm!
Going for a spawn room inside of the pyramid, (meaning it may be a BIT cramped...)Main hatch area outside of spawn (taking HEAVY inspiration from coaltown for the final hatch area, but the place where the bots come in will [hopefully] be much different from coaltowns)The "spine", thinking about increasing the size of the lower part, seems very small...And in the middle of the void (which is why the props have absolutely no lighting), we see a giant sphinx, which when I finally get around to it, will be the place the bots come out of (instead of the carrier)