Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.
Will the wood panels be polished or matte?
Im not too sure, whichever people prefer. The station wagon looks a little different now, still might need texture changes.
Reminds me of the Yoshi Helicopter
The Phone Box, Taxi and "Aston Martin" have been completed for the London Pack
Some detailing for plr_rush
I was watching the Dev videos on this one earlier, and it's changed alot since! Looking nice
This is my second detail entry in progress, Its actually kinda unnerving to be on the very top
Based off Mattie's Concept:
File management is important
"And Stanley took the door on the left''
Here's a first map that I'm working on: right now, I call it "Home Plate". It's a single stage payload map that takes place in the heart of RED's armory. You capture "The Silo", "The Bomb Building", and "The Gate" before destroying a rocket at the end.
Here's the gate that opens when capture point 3 is opened.
This is BLU's first spawn. To the right is the silo. Note that I'm using the scrapped "End of the Line" bomb cart.
Here's the section leading up to the Bomb Building...
And then after adding the logic, hammer fucked me over and removed my ability to edit. Well, that sucks for me.
Edit: So, I've decided to start anew, with a file for the map, and a file for the map with logic so I don't lose all my progress when I add the payload logic.
The next additions to more vehicles is coming along nicely, the truck cab just needs some little texture tweaks and the trailer needs logos. Also, I added a 2nd cab to spice things up a bit, still to be properly textured of course.
And the train from above is on its way
Logo you say? Freight Gets Delivered for FGD?
I like that one, very clever
Hello, first time posting screenshots of my map.
It's a mvm map set at a logging facilty near a forest. Currently it's mostly made up of dev textures but I wanted to ask for some general tips on how to design the gameplay space. Most of the props and detailing serve gameplay purposes.
Any feedback is appreciated.
robot spawn/"forest entrance"
inside of the sawmill
left path to the hatch
right path to the hatch
hatch area/player spawn
These first three pictures look very flat on the ground level, also I'd recommend increasing the map brightness a bit or changing the sun angle, the map overall looks pretty dark.
Any idea how to fix things like this?
Do you have any errors in your compile log?
You should remake the brush. This is the sort of thing you should should ask about in the #mapping-help channel on the tf2maps Discord though.
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