WiP in WiP, post your screenshots!

T

The Asylum

Try attaching a pair of trigger_pushes to either side of the wrecking ball, activating/deactivating when the ball starts to decend. Make the trigger_hurt brush reaaaaaaallly small, so that the push brushes have a generous overlap. That way it'll send players FLYYYYYYYYYYYYYYYING before it kills them

....theoretically, anyway. Haven't access to Hammer myself ATM :(
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Hour 13 straight of mapping:

B050E20B52F465548835B0C2A7DE44BCE40357C2

Blu's spawn room

BB0E1A4A1668E9CC84EB0B9258D75326F7AA9079

Blu's forward spawn before
C659C282F92A389A427E1974318AAF842D3F9560

After

2C70B91445C01AD91683101F144EA65E3180C6ED

Before capping

0EE32CDB85B948FE0449210A2A82972BBB82FA96

After

CD1420EFCD0F7D842C0E2CD8C6659E102CED6D37

Boring gameplay area at start

636D80DB140D0A6BB1E78CFF4B3EF126500FA579

Final area that I'm not happy with yet.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
crash I really really like that so very much
 
Mar 23, 2010
1,872
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that looks like a lot of fun + looks good fredrik. sightlines might be an issue though.
 

Crash

func_nerd
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Mar 1, 2010
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pl_crash_72_2_a3_underscore_ive_been_up_for_thirty_six_and_a_half_hours_kill_me:

62C79B79472293EC400284C976D59C896ED3DFEA


A049F8F7273BE8F9F4D8DA9BB5DDDE3E96DE9C43

Final that I'm still not that happy with

0A5B86CBE0A11DF059E351963904D1E380E295BA

The Choke

DD68CE102246B8AC8A1CC468705E483F4EB187D7

Can you spot all the dynamic things?

437053BF909878249B18C542A3D707FCB69E8C13

Super geeked out about my landmarking

CE718C3743B4913B7840160ADA861C95B65EEC3A

Officially dubbed Blu September. I should make an overlay! :eek:
 
Oct 6, 2008
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excellent work Crash!
 
Oct 6, 2008
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Hey Crash - was just thinking that this would be a fantastic piece of eye candy for red at the beggining or the round:

Have the sub come up from the water and break the ice - the dock with the track would already be there and then the door of the sub opens during the set up timer and when completely open the round starts by opening up the hatches to let blue team out.
 

Crash

func_nerd
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Mar 1, 2010
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I have thought of something similar, but it is difficult to get a good ice breaking look, and I don't think I could pull it off with them in the sub still. The other breaching forward spawn that I have in the map pops up quick and they don't spawn in it until after.

Maybe it's possible, but it's beyond me.
 
D

Digaag Wa Riz

I have improved the go-kart prefab tremendously. It's a proper car now (or at least the prop_dynamic I parented to it is). It can be launched by a sufficient amount of stickies while someone is in it and their view will spin erratically as well. I STILL can't think of a way to use this though.

P.S. I know someone has already made a drivable vehicle. But this one handles MUCH better.

Although the only way to get out is to die.
 
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FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
After a 4 hour air rifle match and 11 hours of adding numbers on scoresheets, I've managed to scrape this together:
hl2%202014-01-18%2022-52-34-57.png


hl2%202014-01-18%2022-53-13-13.png

It'll use a new cp type i have to work on tomorrow. Think tc but with one stage and only attacking or defending (and symmetrical on both sides)
oh and there's a secret path behind the waterfall :0
 

insane3004

L1: Registered
Jan 23, 2013
12
16
Impressive, but I feel like this is something Valve would have just used a pre-made animation for.

It is something I would have used an animated prop for as well if I had that kind of resources at my disposal...

However... I have no modeling/animation experience... nor do I know a lot of people that would make something like this for TF2, considering I come from the L4D2 side of the modding community...

Eventually... I would like to have a model there instead of what is there now...
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I have thought of something similar, but it is difficult to get a good ice breaking look, and I don't think I could pull it off with them in the sub still. The other breaching forward spawn that I have in the map pops up quick and they don't spawn in it until after.

Maybe it's possible, but it's beyond me.


You could use info_landmarks to have players in a spawn room that appears identical to the interior of the sub, and then teleport them to the actual sub after it has finished breaching but before the door opens.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Get hit by the train to cap

I love it
 
Oct 6, 2008
1,947
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I have thought of something similar, but it is difficult to get a good ice breaking look, and I don't think I could pull it off with them in the sub still. The other breaching forward spawn that I have in the map pops up quick and they don't spawn in it until after.

Maybe it's possible, but it's beyond me.

Hmmm- you for blue you could have them in a room that looks exactly like the inside of the sub to run around in then activate a teleport into the actual sub room.

Don't know if it's possible but I'm thinking of that half-life thing when you transition from map section to map section but always appear to be in the same place. Don't know if you can transition inside the same map but it might be place to start - or - alternatively you could force camera for both teams to watch the opening then transition people to their starting spots.