this is pretty cool, but can you please pick a good map like badlands next time? people never remake the best ones :(
[QUOTE=TheJoey;29137783]why are you so mad and sour at me, dachande? :([/QUOTE]
he's the shittiest mapper in these forums, that's why.
[QUOTE=DuncanFrost;29418246]this is pretty cool, but can you please pick a good map like badlands next time? people never remake the best ones :(
[/QUOTE]
Not true. Someone made that awesome Tron version of Badlands.
Actually Badlands in sawmill style with saws in the middle or something would be cool.
[QUOTE=HyperTails;29418278]Not true. Someone made that awesome Tron version of Badlands.[/QUOTE]
Link.
[QUOTE=Sabrina;29422530]Link.[/QUOTE]
[media]http://www.youtube.com/watch?v=3kn5nz1V9yE[/media]
Not released though.
[url]http://tf2tron.blogspot.com/[/url]
[QUOTE=Blackbird88;29423747][media]http://www.youtube.com/watch?v=3kn5nz1V9yE[/media]
Not released though.
[url]http://tf2tron.blogspot.com/[/url][/QUOTE]
:saddowns:
do want
I would buy [I]2[/I] stamps for this map
Are you gonna release this map at some point?
We would be glad to try it out at FPUK - Custom.
Best map ever.
Do lush versions of all other Valve maps.
Do it if you wish to remain in good health.
[QUOTE=SackSeagull;29485417]Are you gonna release this map at some point?
We would be glad to try it out at FPUK - Custom.[/QUOTE]
Eventually, yeah. Taking a break from it for a few days, but I'll get back to it and finish it up.
[url]http://steamcommunity.com/id/thejoey01/screenshots/?tab=&showdate=1&filter=app_440[/url]
11 new screenshots added. I just noticed after taking them, though, that the grass texture in the skybox is using the detailed version (where grass and weeds grow out of it), so you may notice some [b]gigantic yellow flowers[/b] in the background. Fixed in newest build.
Anyway, grass now has... grass and yellow flowers, most medieval textures like cobble and shingled roofs have been replaced by brick and dark sheetmetal, safety spots are now brighter and dryer, more gravel has been replaced by wood, ambient noises such as saws and more thunder has been added as background noise, most torches have been removed (de-medieval-ize).
edit: also
[img]http://i178.photobucket.com/albums/w266/thejoey_01/neverbetoocareful.png[/img]
can never be too careful :v:
[url=http://steamcommunity.com/id/thejoey01/screenshots/?tab=&showdate=1&filter=app_440]More new screenshots have been added[/url] and hooded Pyro suddenly fits this map very well. Gotta keep that rain out of your gas mask!
As you can see from what I've already done, the only thing left to do (I think) is make the interior (not caves) lights warmer AND make the spawns and (not cave) interiors brighter. I think warm and dry interiors will translate to "safe" while the cold, wet, rainy exteriors should translate to "danger zones". In my opinion, the addition of rain and more than one brown or orange color makes Dustbowl a lot more interesting and filled with more visual cues, and I think that's kind of interesting.
So I'm just going to do that and release will come soon. There will be updates and further releases in the future for any glaring problems.
All particle effects on this map will be tied to weather, so disabling weather will disable any particle effects. This should satisfy those with low-end computers, but I unfortunately can not change the fact that TF2 even without weather bares a heavy load on those people nowadays.
Now for some numbers:
Dustbowl: 6436 solids, 3290 Point Entities, 811 Solid Entities, 79 Textures
bsp file is 56.38 MB
Lushbowl: 6165 solids, 3258 Point Entities, 799 Solid Entities, 110 Textures
bsp file is 20.23 MB
The map actually gets smaller in size?
Size doesn't matter.
[QUOTE=HyperTails;29806980]The map actually gets smaller in size?[/QUOTE]
to be fair if you were to compile dustbowl yourself again it would be smaller in size
go figure.
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