turtleantGunpla Dadis the best.Registered Userregular
I think my biggest grump with asteroid is it's really hard for some of the classes to contribute.
Bots have too much health for the light classes to sneak in and kill them quickly (the A bots have at least 350 health). They're also squirrely little bastards which makes killing them with pipes annoying.
Still no good sniper lanes.
Spy can't do anything to the bots and getting cores out of the vault is super hard if the other team is paying attention at all.
Heavy has a really hard time making it across the meat grinder of the middle bridge if a medic isn't babysitting him.
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turtleantGunpla Dadis the best.Registered Userregular
Hernk Hernk!?
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turtleantGunpla Dadis the best.Registered Userregular
The spy can start capturing the opponents core right before they reach 300, giving your team a little more time to make a push for the core.
It's really weird that in the first version the middle bridge was an afterthought and all the action happened in the lobbies. Now all the major contention happens on all three bridges.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a client crash related to the CTF HUD
Fixed the CTF HUD not updating properly
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I think my biggest grump with asteroid is it's really hard for some of the classes to contribute.
Bots have too much health for the light classes to sneak in and kill them quickly (the A bots have at least 350 health). They're also squirrely little bastards which makes killing them with pipes annoying.
Still no good sniper lanes.
Spy can't do anything to the bots and getting cores out of the vault is super hard if the other team is paying attention at all.
Heavy has a really hard time making it across the meat grinder of the middle bridge if a medic isn't babysitting him.
I have actually had the total opposite experience in terms of Spy, which is to say that with so much action stuck at the lobbies/mid it is surprisingly easy to get behind and take out a bot or two. Particularly once the other team is pushed forward and has teles up. I find it pretty enjoyable to just létranger back and do some meaningful team contribution as a hide-from-things spy.
Just saw a highway sign that is an exit to Redstone Arsenal Gate 9? I feel like someone should be pushing a bomb on a cart on these railroad tracks next to the road
Steam: Cilantr0
3DS: 0447-9966-6178
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I think one team is going to have CO2 going through their pipe, and the other team is gonna have Oxygen going the other way. Or maybe yeast and flour. I don't know, there's gonna be some kind of relation though. :rotate:
And yeah, they'll be team color coded. Everything is red team right now because the map is still a pair of instances, once I get further along in detailing I'll make a copy for blue team and retexture everything for blu.
Doing some ambient lighting tests. Snagged it out of Mountainlab and then matched the angles I had set up before.
I like the added warmth but I feel like it might be a bit too warm/ dark now? I'm not sure. I have a terrible eye for lighting, so I could definitely use some other opinions on it.
@xzzy what do you think, oh master of the lighting?
It might be a touch too warm but you could probably get by without making any changes, it looks pretty good. Take some shots of the blue side too, as the warm light kind of blends in with the red shades. Maybe it'll show it needs changes on the blue side, but I'm just guessing. It's subtle enough that people might never notice.
That spotlight over CP2 is pretty weird, you wouldn't be getting a halo like that during the day. I'm not sure the lit windows on mid are appropriate either, they wouldn't glow like that during the day.
Load up stoneyridge and look how I set up lightbulbs and env_sprites around point B where snipers like to stand. You could probably do some of that around the doorways on mid to draw people's eyes to those spots, brighter interior lights might be enough but if you put an env_sprite in it would definitely make those doors easy to notice.
Compare the doors you have in that shot on mid.. the left one that leads to the truck room is pretty close to perfect, could maybe use a little more glow. The one on the right that goes into the ramp room really blends in.
I think I was just so used to the bright white lighting from before that this looked super dark to me. It's growing on me for sure. I'll snag some blu side next compile.
the outdoor areas look a a few shades too dark to me too, the final cap interior looks good though
and the lit up windows and light shaft from the lamp outdoors in daylight look odd
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turtleantGunpla Dadis the best.Registered Userregular
I like it. Looks kind of like the sun is setting. Maybe a different skybox would look more appropriate?
Yeah, the environment lighting on blue side is a little off. It makes everything look orange, like there's a layer of dust on it. A more intense global lighting might work, I don't know I'm just guessing.
all I know is that I want that giant window to have some sort of HDR lighting effect that is going to blind anyone that still happens to have HDR lighting enabled
e: or bloom, whichever is going to be the most blindingest
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I definitely plan on making a video with that sometime soon-ish.
Play the new version of asteroid.
Not as good as the first!
Bots have too much health for the light classes to sneak in and kill them quickly (the A bots have at least 350 health). They're also squirrely little bastards which makes killing them with pipes annoying.
Still no good sniper lanes.
Spy can't do anything to the bots and getting cores out of the vault is super hard if the other team is paying attention at all.
Heavy has a really hard time making it across the meat grinder of the middle bridge if a medic isn't babysitting him.
It's really weird that in the first version the middle bridge was an afterthought and all the action happened in the lobbies. Now all the major contention happens on all three bridges.
Fixed a client crash related to the CTF HUD
Fixed the CTF HUD not updating properly
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Also, LOOK AT THIS HANDSOME RUSSIAN BEAST
And remember, Fish God beats Train God, which beats the dual Gods of Bear and Shark, who beat Fish God.
And Train God beats Bear God by running him over, and because Bear God must be equal and separate in all things, Train God beats him too.
And Bear and Shark Gods eat Fish God.
Thus do you play Cosmic Fish-Train-Bear.
I have actually had the total opposite experience in terms of Spy, which is to say that with so much action stuck at the lobbies/mid it is surprisingly easy to get behind and take out a bot or two. Particularly once the other team is pushed forward and has teles up. I find it pretty enjoyable to just létranger back and do some meaningful team contribution as a hide-from-things spy.
3DS: 0447-9966-6178
3DS: 0447-9966-6178
http://youtu.be/v3D7RTtvWSA
I should probably work on texturing them for real because they look pretty out of place.
And yeah, they'll be team color coded. Everything is red team right now because the map is still a pair of instances, once I get further along in detailing I'll make a copy for blue team and retexture everything for blu.
BLU with just rooms of dirty coal generators
I like the added warmth but I feel like it might be a bit too warm/ dark now? I'm not sure. I have a terrible eye for lighting, so I could definitely use some other opinions on it.
@xzzy what do you think, oh master of the lighting?
Red's final seems like a big improvement though.
That spotlight over CP2 is pretty weird, you wouldn't be getting a halo like that during the day. I'm not sure the lit windows on mid are appropriate either, they wouldn't glow like that during the day.
Load up stoneyridge and look how I set up lightbulbs and env_sprites around point B where snipers like to stand. You could probably do some of that around the doorways on mid to draw people's eyes to those spots, brighter interior lights might be enough but if you put an env_sprite in it would definitely make those doors easy to notice.
Compare the doors you have in that shot on mid.. the left one that leads to the truck room is pretty close to perfect, could maybe use a little more glow. The one on the right that goes into the ramp room really blends in.
Not sure how I feel about this big ass window, though...
and the lit up windows and light shaft from the lamp outdoors in daylight look odd
I finally opened an unusual. I can stop buying keys. The curse has been lifted.
e: or bloom, whichever is going to be the most blindingest
https://www.youtube.com/watch?v=TEWT0Anrc7k
TF2Maps Thread
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