WiP in WiP, post your screenshots!

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DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Sooo, the more i played around with the map, the more i agreed with Berry. The ramp might be about as steep as on Hightower, but it looks and feels way steeper because it is so open, and there is a low and a high ramp.
Thus, i did what was necessary and took the bridge down 96 units and the mid level down 48 units, effectively making each ramp another 48 units lower. This also forced me to completely recreate the paths from the battlements to the bridge. At least the sightline from Battlements to Battlements stays fully intact.

Side view:
unsloped.jpg


Ingame view
unsloped_ig.jpg


*edit: Tracks hidden for now because i have to redo them.
 
Last edited:
Mar 23, 2010
1,875
1,700
While waiting the Saturday Gameday event, i did create another ctf map.

-snip-

someone (you!) should make a ctf map that has water surrounding the intel that you can swim up to the intel and get it and swim away within a second. that was a cool idea wasted on a weird csf map i made. from the looks of ur screenies, it looks like its a sneaky route behind the base and also an escape route if you can get to the intel, which is also cool.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Also... i need a tutorial about how i can mirror a map...
Usually i Copy/paste, but it ends non symmetrical

Here hopefully this will help. For quick mirroring ctrl+i and ctrl+l are your friends, you just need to plan ahead a little in your layout. Quick note my 3D view is in Flat.

I'm gonna use this simple asymmetric box with a spawn point entity inside. In one of the 2D views, I use the top view, select everything you want to mirror. Holding SHIFT we're going to drag the geometry off adjacent to it, make sure it doesn't overlap. Letting go of the left mouse button will duplicate your stuff. While still in the 2D view press CTRL+L, you'll notice in the top right that the room has mirrored itself. Pressing CTRL+I will then flip it in the other direction, making this room more of a Z hallway.

If you want to see this on a bigger scale here's a before and after thing of just CTRL+I. This map isn't truthfully ready to be flipped I simply did this as an example. I use the same method I described but with more selected, hopefully this helped.

Thought I would make a video on my update process and progress on pl_sandsnake, so enjoy https://www.youtube.com/watch?v=yBnAIHjWVUo

I liked the insights you provided, doing it in a changelog is a good idea. Though you might want to speed it up a little bit, possibly have a plan to know what you're going to talk about and cut down the video from 12 minutes to say 6 or 7?
 
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Idolon

they/them
aa
Feb 7, 2008
2,128
6,142

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,710
2,587
And by the by, if you want to make your curves really smooth by using only half an overlay at a time, alternating between the top and bottom halves, you can do it by resizing them while they're on-grid and then messing with the U and V limits in the properties window. (Just resizing, from either side, will cut it down to just the top/left half. The result will be an overlay where either U or V ranges from 0 to 0.5; change that to 0.5 and 1 to get the other half. And then just copypaste the pair.)
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
I wonder if I still know how to map?!?

It's great to see game and the community still very alive and kicking!

My hammer skills are very rysty, but I've gathered a whole new level of life experience over the years. Does that translate to me finally remaking aerospace? We'll see!

Feels right to be back!
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Does this mean you're making it alpine? Don't make it alpine. Every custom payload map is alpine nowadays.