WiP in WiP, post your screenshots!

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
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-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.
 

~curlysnail

L69: Deviant Member
Nov 17, 2014
69
54
Bumpy maps

nepal0005.jpg

Now where have I seen that before? ;)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
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i 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
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Something random I thought of for 2cp arena, lol. Might even flesh out a full layout.
20170820213501_1.jpg
20170820213508_1.jpg
20170820213514_1.jpg
20170820213521_1.jpg
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 th
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Bumpy maps

nepal0005.jpg
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.
 

Berry

resident homo
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Dec 27, 2012
1,056
1,898
What's so bad about methods being clear if it works and looks fine, especially in the not so demanding artstyle of TF2?

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.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
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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.
You're probably right; still, a part of my point was that you can make a texture look good with such a simple method.