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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Redfield 
You got mail sir 
Looks Neat Redfield 
keep it up 
Very Nice Old-school Vibe 
 
Thanks 
Thank you all for the comments and especially the demo Daz. I'll be making whatever changes I can according to feedback before I post the map up officially.

Thanks again! 
Redfield 
Before releasing, if you're using ericw's light compiler, won't you try to apply some Phong shading in these columns? Check this out: https://ericwa.github.io/tyrutils-ericw/

Anyways, I love when people dare on brushwork. Looking forward to play! 
Heads Up 
gl_texturemode GL_NEAREST_MIPMAP_LINEAR 
Some Hilarity 
I made some statues as details/fillers. The sphinx-like ones are cute; as for the other ones, however, they kind of look like penguins or pidgeons wearing ties?! Maybe if they carried crates on their heads.... 
Penguins 
are officially a Lovecraft monster.... 
Cute.... 
....but not the negke map I am looking for. 
Redefining Egyptian Culture... 
...it turns out that they worshipped penguins. Who would've thought it? 
I Thought They Were Owls 
guess I was wrong... I love bsp prefabs like that 
QWTFSS 
I made a Quake Team Fortress map using Trenchbroom. I thought I might add a SS.

http://imgur.com/OZEspcg

It's hosted over at tastyspleen.net::MegaTF Classics (74.86.171.201:27502) 
Moat 
Cool stuff, I like the moat! 
Dunno What An SS Is.... 
....but the overall style of that map looks very cool :) 
Nice Work 
I wonder, is there an active TF community? 
Looks Nice 
Tip: make the top of the mountains a large rectangle, all back edges running in a straight line, in order to have only five sky brushes with smooth surfaces. Saves some polys. 
 
Sorry SS = screenshot.

Your best bet on finding a TF game happens on Fridays.

I made the sky that way so to give the towers the honor of being the tallest object in the map. The mountains are shorter so the sky had to be extended to accommodate the towers. Kinda makes them look bigger or maybe helps to focus the eye on them a bit more. 
Working On A Metal/tech Coagula Map For AD 
Cool Themes 
Awesome to see more and more maps in progress!

Cool theme going out there love Coagula 
Yes. 
This map is relevant to my needs. 
 
I've been practicing some mapping.
screenshot

I've noticed the seam, and the texture alignment hasn't been worked on yet.

Also, I've raised the brightness a lot for this shot; in-game it's darker, which makes the grainyness less pronounced. 
Smooth Lookin' Cave 
are you doing some special phong shading stuff with your lighting? 
 
Yes, but the cave's brushes aren't triangulated yet, so there's some vertex inaccuracies affecting the smoothing.

Also, so far I'm concluding that there's still a number of texture alignment tools that could be created to ease map development. Manually editing the texture coordinates for all brushes in the map takes an astronomical amount of time. 
Texture Alignment 
World vs Face:
World causes stretching on angled surfaces but allows for perfect alignment of, for instance, brick grout across bevelled corners.

Face allows for perfect representation of the texture on any angle of surface but makes alignment difficult. JACK/WC allow for Alt+RightClick to carry alignment across from selected face...tedious and still affected by...

NPO2 divisible face distances cause textures to end in the middle where edges on textures fail to line up with edges of faces in many cases. 
#14718 
The right-click in Jack doesn't really align the textures, it just copies the projection. This helps in some cases, but it's completely useless for wrapping a texture around a cube, for instance.

There really isn't any tool that properly wraps textures around brushes. To properly wrap textures without changing their projection, the rotation, scaling and scrolling offset must all work together to make the edges of textures with different projections match around a single axis in 3D space - of course, this doesn't apply to textures whose projection has a normal that matches the aforementioned 3D space axis.

Such a tool would be a complex task to develop, but it's sorely needed. From the experience I'm having with mapping, proper texture alignment alone takes days to do manually. With a properly semi-automated tool, all textures in a whole map could be aligned in minutes.

And another tool that needs to be developed is to automatically rotate a texture to match the angle of a user-specified edge in the brush. By the way, this should be implemented in the .map format itself. 
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