Team Fortress 2
Dune [A/D]
Показване на 1 — 9 от 9 постъпления
Обновление: 31 май в 19:07

This time, with Aar's help, I properly sealed the first stage, cut that mf in half. Did so by making the other side an interior, as well, and Aar used some areaportal-windows on the doorways leading to B. Did some additional detailing and brushwork to add some more color to the map to break up the yellows.

Обновление: 26 май в 17:17

Alright, so this patch is pretty dang important. Performance has always been really spotty on this map, and without much understanding of the how/why/where of placing occluders and areaportals, I was stumped. Hit up Aar, and boy did he take my map as a challenge, lol. There's areaportals and occluders, more details and less brush/prop congestion. We've gone from 1400 ents to 1000 ents with his help (thanks a bunch, can't be said enough).

If performance is still bad, he'll give grouping things together via Propper a go. Otherwise, enjoy the map with some improved frames!

Обновление: 25 май в 17:24

Smoothed out a lot of brushwork with playerclipping as to avoid players getting clung on walls (hopefully I snuffed a lot of it, lol). I also added a bit of a ramp at the balcony looking down at B from the Data Center.

Обновление: 19 май в 18:55

Loads more artpass, loads more optimization in the first stage. It's more or less the same layout, but now with a new interior section where a laggy open area was! This should solve the issue the first area has with spawncamping (ideally).

Обновление: 13 май в 13:53

Did some additional artpassing, minor optimizations, and reeled it back on the nobuild spots.

Обновление: 10 май в 10:21

Got an asset approval from the wetmudground003 texture creator donhonk, so that replaced Freyja's dark marble texture.

Обновление: 9 май в 20:32

Обновление: 8 май в 22:13

Okay, so the version was screwed up, none of the assets got packaged. This version should fix it.

Обновление: 4 май в 13:33

The initial Steam workshop release of Dune.

Here we are; betas are outta the way, we're onto the big leagues: the final product-ish. Did some optimization, fixed some textures, applied some proper credits, removed unapproved assets (for the time being hopefully), and finally give the skybox a bit more going on within it.

Should also update on the workshop soon.