Extended my test map from an older post (way, way older upload on this blog....)
originally i added the interior warehouse area for the sake of something i was gonna add in the LUA, but i ended up fixating on detailing it instead of working on the gamemode feature...
i think the touchups i made make the map look a bit better than it was, though still not very "ghetto like", as was my original intent,,,,, uhh,,,,, 10 or 11 months ago now? (well, fuck) and the way the buildings cut off is still completely dogwater, though that's something i'll fix in a later version if ever that comes :]
custom propoganda garfield and femtanyl grafitti drawn by @tdutb's immaculate tallent. decalized by me,
Hybrid Theory decal (processed) by me
i just took a greyscale off google duckduckgo images, did a simple color to alpha, colored it, and added wear.
Learning hammer editor has made me feel so much smarter cause I'll be watching a video about a tf2 map and they'll say something like "I'm not gonna go into detail about what visleafs are cause it's really complex.." and I'm like heh. I know what those are
somewhere between proof of concept and actual development
clan arena (like) map for Fortress Forever, heavily Unreal Tournament inspired, still in development.
devbox_carpark_v3
(it's like greybox but with devtextures)
sorry, some of these screenshots are kind of awful (and also there's some visual bugs, not much i can do)
development of this map is ongoing, i'm happy with how this version looks right now, but i plan to advance past this (mostly with actual textures, and replacing the more intricate brush detail with models, and adding more detail overall)
WIP photos of a Team Fortress 2 Classic Community Edition map I've been art-passing for a little over a month. I've tried capturing the 1970s time period but also had some inspiration from Stanley parable.
(Contents are subject to change 3/29/2024)