Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.
Try deleting the wall, then putting it back.
Oh, and does it appear in the editor?
Okay so I've redone the robot spawn area to feature some basic height differences and turned the ground into displacements. I've also changed the lighting of the map to make it brighter and resemble sawmill a lot more. Still it's quite basic and any feedback or ideas are appreciated.
Sweet but I hate how those displacement textures don't align properly
Working on this but I might abandon it, I feel it wont fit too much in the TF2 style.
It has too much detail for something TF2 styled. I'd suggest simplifying the mesh a lot and moving most of the details to the texture/material instead
Depends on the size of the prop. That level of detail would fit tf2 if it is as big as the nucleus reactor prop.
Thats the point, baking that model into the texture of a low poly version.
As you can see, theres a handle on the top, so you can make an idea of the size. I wanted to make a different version of the intel from the asteroid map.
I also thought on model something to attach the prop to the wall, like a slot. I took the idea from the initializer and stabilizer from dino crisis video game.
I would def simplify it to the kind of complexity that RD prop is instead, imagine it had to appear in a cartoon or something, being drawn at a small scale.
So i haven't mapped in a while and thought i'd come back to it. currently it has no name but as you can tell it's going to be a KOTH map.
i finally finished most of the map only thing left is mirroring the map, creating the spawnroom and completing the skybox.
Feedback is appreciated.
That's all? Just a RED house, a BLU house, and a capture point? Am I missing something here?
i actually still have plans to add some stuff to the map as i develop it. Or perhaps even make the map longer. But i mean you can’t expect too much from a small koth map.
Here's KotH Viaduct. Maybe use the basic layout? Point is, you need to make this distance from spawn to the point longer, with more cover.
Made a version of 2Fort for Wargroove. Code is CMLHC4HU if you wanna play it
Just a couple of images of a map I am working on. Is the layout clear enough or do I need a few more photos?
As I am very new to mapping I am pretty nervous, and this is my first map. Anything obviously bad? As always any feedback is appreciated.
Oh and here is an overview, silly of me to forget.
the only thing i'm worrying about are if those wood boxes are func_detail
They are meant to be, but now I'm changing them to props. However, I may be putting that map on hold sadly just because its very hard to copy and rotate it all the time, due to one side not quite matching up to hammer units (one side is constantly 8 hammer units off, meaning that it doesnt quite match up and its annoying!). Im making a slightly more traditionally styled koth map which is better scaled, so I can practice my skills, and perhaps remake engineworks (the map currently shown) with the skill the idea deserves.
I'm trying to build a little medieval village behind the Fortress for Excalibur. I guess this is a start, but I'm having trouble making it easily view able to players.
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