cp_RACE

cp_RACE

Re: cp_RACE Posted by RedWood on Sun Jan 20th 2008 at 5:19am
RedWood
719 posts
Posted 2008-01-20 5:19am
RedWood
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719 posts 652 snarkmarks Registered: Sep 13th 2006
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Reality has become a commodity.
Re: cp_RACE Posted by RedWood on Tue Jan 29th 2008 at 2:49am
RedWood
719 posts
Posted 2008-01-29 2:49am
RedWood
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719 posts 652 snarkmarks Registered: Sep 13th 2006
I finally got the lighting in this room close to ware i want it to be. Yet for some reason it still seams off. If anyone wants to throw me some input on how i can make it look better i like to hear it.

I haven't totally settled on the textures for the walls and i will be changing the catwalk texture for sure.

This room is essentially a square split down the center. One side blue, one side red. It has 2 doors entering at the bottom and one entering at the top. The shape and thus the game play of each side are mirrors of each other, but the details of each side are/will be customized to their team collar. For instance the busted cat walk on the red side is patched with wood. On the blue side it would be patched with a metal plate.

After the point in this room is caped and the last one unlocked the gate doors at the back will be unlocked and players will move to the next point. The doors will be team restrictive. Only allowing the correct collar through. The hallway on the side of the door will only be accessible to the other team form the other side.

I would also like to hear any opinions on the layout of this particular room. Do you think it would be good for TF2 game play?

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Reality has become a commodity.