WiP in WiP, post your screenshots!

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
HNGmMvt.jpg

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HQDefault

...what
aa
Aug 6, 2014
1,056
535
Okay I know I've been posting a lot here lately but I needed to share the new preposterous skybox
QbxQLJL.jpg

5V1rLoa.jpg

f5JtL7h.jpg

This was really fricken hard to get right.

I was planning on making custom mountain skycards, but when I actually made them they looked terrible, so I just decided to go in and do it the old fashioned way. It's not perfect, because of TF2's obvious limitations in both engine and assets, but man, this came out way better than I expected.
 

G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
Full A1 Release stage:*
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Yes, I used camortho for the overhead view.
No, I am not a smart human being.

Also, bottom of mid section looks like a smiling face: I didn't notice until I posted this.

*Edit: I may fix a couple textures before having an imp test, but no big gameplay changes are planned between then and now. I already have a few ideas to help gameplay, such as shortening the like 2500HU mid distance, adding another flank route, moving packs around, and many more plans for A2.
 
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Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
It looks pretty dark. Remember to have good lighting in gameplay areas, even if the map is set during nighttime; look at pipeline and doublecross for some good examples

Edit: This thread contains some great resources, and is where I personally learned quite a bit about lighting
 
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G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
It looks pretty dark. Remember to have good lighting in gameplay areas, even if the map is set during nighttime; look at pipeline and doublecross for some good examples

I'm still pretty new to using the different forms of light, so I'm hoping that I can fix this issue in the next version. There is also still a few spots that are definitely too dark (street tunnel in courtyard & ramp near tunnel), but I think working on the environmental lighting can improve how it looks. I believe I had been using the pass_district settings, so I'll see how the brighter ones look (I don't want to lose the moon from this skybox, but I will ditch it if needed).

EDIT: I believe I've fixed how dark it is for A1, but I guess I'll see when/if it's in an imp.
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Okay I know I've been posting a lot here lately but I needed to share the new preposterous skybox
-snip-
This was really fricken hard to get right.

I was planning on making custom mountain skycards, but when I actually made them they looked terrible, so I just decided to go in and do it the old fashioned way. It's not perfect, because of TF2's obvious limitations in both engine and assets, but man, this came out way better than I expected.
upload_2018-3-14_16-20-13.png

This looks really strange. I'd recommend either increasing the fog so that the water fades more smoothly into the background or replacing that back row of skycards with something darker.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Practicing sculpting displacements, I'm unsure whether to use the redder rock like in Hydro or the more orange-y ones closer to Badwater/etc.
I prefer the red ones in general but... idk, and Idk which would be better on large landscapes against the blue Hydro sky (I love the look of canyons and mountains that fade into blue with the sky)

DC9CtV5.png

This is just gonna be me detailing the heck out of a map, enjoying it and not giving much thought to gameplay. I just wanna get somewhere, and I'm doing what's fun

Major thanks to Freyja for her guide on displacement cliffs!!
 
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G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
Anybody else get an odd Crash Bandicoot 3 feel from those screenshots?