
I think I forgot to suggest this to you before, but I thought the edge around the window looked weird, like it was supposed to have some kind of trim around it but didn't.




 Like a special kid with a square peg trying to make it fit into a round hole I was always trying to get a CTF layout to squeeze into a tight ship design. Sadly it never worked out, but I always trying! So here it is, Sleeper...
 Like a special kid with a square peg trying to make it fit into a round hole I was always trying to get a CTF layout to squeeze into a tight ship design. Sadly it never worked out, but I always trying! So here it is, Sleeper... 
   
  


 (and dark, any suggestions? 7 bounces.. just need to add lights in better places)
 (and dark, any suggestions? 7 bounces.. just need to add lights in better places)Awesome... perfect for my current project.cityy wrote:Here you got a whole gallery with photos of this sheme: http://www.opacity.us/gallery101_corrosive_industry.htm
I for one really like that sandstone look, outdoors, and indoors the shadows with the lava as red touch... you should continue the work on this map... it has that desert / classic look to it... "simple" yet strangely elegantdave-0 wrote:Here is are some screens of a small (1v1) map I was filling spare time at work with, [...]

 )
)
I'm a little confused as to exactly what's going on. So you are just recompiling the same map with a preexisting Q3Map2 switch and that's the difference that we are seeing? Which switch are you using, exactly?jal_ wrote:It's a mere compile switch, no need of anything.