Not final; -staticproplighting lights each prop per-vertex, not based on its origin. If you put that into advanced compile options, you should have a better-looking map without awkward lighting.
This (taken from a bad angle on purpose to keep the rest of the map a surprise) is the main goal of cp_Space_Station: my Gravel Pit type space map I'm making for the Asymmetry contest. It'll take place in a RED space station, but entirely indoors at normal gravity.
yay fullbright images. first one i am satisfied with. second one is early WIP, and i dont rly like it. gonna be a gpit map with where it revolves around a center area rather than three different areas. also, capping both at the same time = 2x capping speed or something. wont be entering it in the contest, dont wanna rush.
Looks really weird as a weapon, who will be silly enough to try to hit someone with that? Someone clever will just try to avoid the hit and immediately catch the weapon by its curve part. I know we can't do that in Tf2, but the curve of that axe is useless and make it looks weak.
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