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TF Tuesdays 2-8 - Printable Version

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TF Tuesdays 2-8 - CaffeinePowered - 02-07-2011

ctf_nightlife - Looks almost like two bunkers from the screenshots, might be interesting

cp_aspiration - S shaped 5 point CP map

ctf_overstudy - part of a contest to make a map in 7 days, I dont think god designed it

2tpl_alpine_mine_final - I think we may have done this at one point, either way it looks interesting  :p


Server: Red
Time: 8pm CST
Password: littlecart

Direct Links:
nightlife
aspiration
overstudy
alpine_mine


Re: TF Tuesdays 2-8 - sk8mystery23 - 02-07-2011

I'll be sure to try and download the maps beforehand this time.


Re: TF Tuesdays 2-8 - TOH - 02-08-2011

I should be around then if the Jeopardy online audition doesn't run into that time.


Re: TF Tuesdays 2-8 - backfire - 02-08-2011

Already got em downloaded. I'll be there.


Re: TF Tuesdays 2-8 - Moosendoo - 02-08-2011

I thought alpine was really fun.  rtv worthy perhaps?


Re: TF Tuesdays 2-8 - CaffeinePowered - 02-08-2011

(02-08-2011, 10:59 PM)Moosendoo link Wrote: I thought alpine was really fun.  rtv worthy perhaps?

Im going to add alpine and that other map we did last to voting next chance I get


Re: TF Tuesdays 2-8 - sk8mystery23 - 02-09-2011

The fuck was up with that map with the Purple and black checkered floors. That shit was a trip man.


Re: TF Tuesdays 2-8 - HeK - 02-09-2011

(02-09-2011, 12:00 AM)sk8mystery23 link Wrote: The fuck was up with that map with the Purple and black checkered floors. That shit was a trip man.

Missing textures, the map maker neglected to embed them into the map. You'll see that time-to-time.


Re: TF Tuesdays 2-8 - CaffeinePowered - 02-09-2011

(02-09-2011, 09:23 AM)HeK link Wrote: [quote author=sk8mystery23 link=topic=5434.msg195763#msg195763 date=1297227640]
The fuck was up with that map with the Purple and black checkered floors. That shit was a trip man.

Missing textures, the map maker neglected to embed them into the map. You'll see that time-to-time.
[/quote]

Actually the purple is something different


For a reflective surface, there is a base texture, say a shiny black floor, there is the base flat black, then the "shiny" part that goes over is it a cube map.

Imagine you have a camera that takes a 360 degree picture of everything around it, this picture is a cube map, its a special kind of texture that is then applied to reflective surfaces.

So when you map in hammer, fixing the purple thing is as simple as putting ONE FUCKING ENV_CUBE object in the map, because when the map compiles the textures for anything reflective, it looks for the nearest env_cube object to apply a texture for a reflective surface.

Ideally you'll have several, one near each reflective surface you have, but at a bare minimum any map needs at least one.