WiP in WiP, post your screenshots!

RaVaGe

aa
Jun 23, 2010
733
1,210
a6ba6e6f9985114e87fe166c9ee72.jpg


You MUST do this Rexy :D
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
Nope, there is a path around the back of the rock just to the left of the point, you can also see a few pixels a bunch of crates that allow you to jump up the side.

Hmmm interesting, I still feel though that there should be a better way to get up there rather than jumping from the ground below the bridge... I'd have to see more pics to judge that though.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Ravage, are you implying...

DEATHPITS?!?!?!?!?
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,534
That's kinda cool, I had wanted some kind of volcanic activity, but nothing like lava pouring down hillsides.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,875
2,990
You know, a town with money's a little like the mule with the spinning wheel. No one knows how he got it and danged if he knows how to use it.

The name's Void, Salesman Void. And I come before you good people tonight with an idea. Probably the greatest...

Aw, it's not for you. It's more a Steam Powered User Forums idea.

All right. I'll tell you what I'll do. I'll show you my idea. I give you the TF2Maps.net Lavafall!

I've sold lavafalls to Facepunch, Polycount, and North Interlopers, and, by gum, it put them on the map!

Well, sir, there's nothin' on earth like a genuine bona-fide magmafied free-flowing Lavafall! What'd I say?

Lavafall! What's it called?

Lavafall! That's right! Lavafall!

Lavafall, Lavafall, Lavafall, etc

I hear those things are awfully loud. It flows as softly as a cloud!

Is there a chance the flow could bend? Not on your life, my Hindu friend!

What about us brain-dead slobs? You'll be given cushy jobs!

Were you sent here by the devil? No, good sir, I'm on the level.

The ring came off my pudding can. Take my pen knife, my good man.

I swear, it's TF2M's only choice! Throw up your hands and raise your voice!

Lavafall... What's it called?

Lavafalllll... Once again!

Lavafallllllllll!

But TF2M's still all cracked and broken! Sorry, Booj, the mob has spoken!

Lavafall! Lavafalllll! Lavafallllllllll!

LAVAFALL!

Edit:

Lava—D'oh!
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,534
Looks pretty good! I am convinced, though, most people's issues with the swamp set is not that it's a bad set or that the content is bad, or that you can't make anything from it, it's that no one has really demonstrated a really good use of it. Most of TF2 mapping is style by imitation of what's been done before, in the given variety of themes. You have to try to envision the entire thing as done already and that the visual style is going to work. I'm so confident of this that if someone were to really use the swamp set to the full potential in a map (and not night time swamp map), people would begin to make swamp maps that imitate the same style.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
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I was really thinking I could go for a 3CP Gravel Pit style map but when I looked up some reference pictures for how I'd want the map to look in the long run it just felt off. You don't see towering mountains and stuff like in Gravel Pit, and whats the point of doing a swamp theme if you make it indoors like Junction?

I'm sure I'm missing some incredibly creative way of separating the points from the players view in a clever, pretty, and optimized way.. I'm just stuck I guess. The closest I got to finishing a map using the swamp theme was this. Payload sounds like it could work. I don't have the map .vmf for Kaden but I'd rather start it from scratch anyway.

Anyone got a good idea for parring the theme with a gametype? CTF, KOTH, Arena, and Payload sound like they could work. To bad CTF is boring :p.
 

BANG!

L1: Registered
Feb 8, 2011
24
24
Well I finally got to compile the map with vrad NOT crashing, I had to get rid of the background building to make the skybox smaller.

But there comes the problem, I am indeed in "mat_fullbright 0" but the map models (as static props) do not light properly or I am doing it wrong.

I have a "light_environment" inside my skybox above the static props.
These statics props being the level models do not have collision models, I read shadows are calculated from the collision model unless you use the setting "-staticproplighting" so I am.

garage_prob0.jpg



garage_prob.jpg


As you can see the visible brushes in the exterior are lighting properly, and yes its too bright.
Any ideas on how to solve this? I am trying to get sharp shadows.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
When you say INSIDE the skybox do you mean inside the literal box you made with the 1/16th models?

The only thing you need in there is the sky_camera. light_enviroment can stay with all the other light entities. Mine are all right next to the main point on my map.