-snip, cool room-
Yeah, I know about that. If you're using the dustbowl vmf from the SDK there's a visgroup you can toggle to put in the props and the stairs leading up to the room. Apparently it was cut pretty late in development.
-snip, cool room-
I was showing off bumpmaps that I've made.Bumpy maps
Are those mario 64 textures?Madness Continues...
I really want to make this work
Something random I thought of for 2cp arena,
Yup, just like in Byre.how will it work? Do both cps need to be capped?
Something random I thought of for 2cp arena, lol. Might even flesh out a full layout.
challenge acceptedi think a map that's just two badlands spires connected by a bridge is like the platonic ideal of mapping
EDIT: make it the 2fort bridge and we're in business
put both spires on bigger spires. and put the bigger spires on even bigger spires. and the even bigger spires on even biggerer spires. and thSomething random I thought of for 2cp arena, lol. Might even flesh out a full layout.
Oh hey, @fuzzymellow, if you're looking for more stuff to retexture, how about doing a paintover of that lower stonework texture there? I've always hated the stock one; it's so clearly a photorealistic one they ran through Photoshop's Posterize filter.Bumpy maps
What's so bad about methods being clear if it works and looks fine, especially in the not so demanding artstyle of TF2?a photorealistic one they ran through Photoshop's Posterize filter.
What's so bad about methods being clear if it works and looks fine, especially in the not so demanding artstyle of TF2?
You're probably right; still, a part of my point was that you can make a texture look good with such a simple method.I don't think it does "look fine" though. I've never seen the texture be used properly or in a way that doesn't look weird.
Never heard of Competitive Arena beforeput both spires on bigger spires. and put the bigger spires on even bigger spires. and the even bigger spires on even biggerer spires. and th