WiP in WiP, post your screenshots!

RaVaGe

aa
Jun 23, 2010
733
1,210
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And an custom cart by Sh4rk
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TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
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RaVaGe, the lighting is nice, but it feels unicolor and white. This functions well in a Blu base environment that you have for example, but in the Red environment, you'll gain more with slightly colored lights. Looks overall fine, but kinda yells a cluster on the eyes and prop spam.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
sexy pics

Whilst this does look nice be sure that the details don't A) interupt game flow. It's the worst thing when a mapper implements a lot of prop details but they constantly get in the way (IE pl_hoodoo), and B) that details don't provide loads of "hidey holes" for snipers to shoot from, like tiny gaps in rocks; such things OP the sniper class. A player should never have to look out for ambushes from more than 4 positions otherwise players become stressed and stop enjoying your map, plus it leaves your map open to imbalances or steam rolls.

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Walking from this general direction it appears that i could get ambushed/sniped from any one of these locations.

The other trouble with details is that you don't want them to hide important routes such as doorways or objectives. Such things should always be directly visible to players to ensure flow throughout the map is clean.
 
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Drexer

L2: Junior Member
Jun 23, 2009
66
42
Has anyone here kept up to date with the last DC Comics year?

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Blackest Night

So, yeah... This was why I found the idea of the orange contest so enticing. Because it felt extremely interesting bringing the concept and colors of the emotional spectrum into TF2. Still need to polish it quite a bit though, as well as decide some more minute details about layout.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
And an custom cart by Sh4rk
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It's a good looking cart, but in tug of war payload you'll need something slightly more symmetrical to prevent noticeable graphical glitches and to not unbalance the gameplay from both teams too much.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
My small 2cp map inspired by kennecott
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The idea is that the player can take the shorter route along the rooftops and risk being hit by snipers, or go the longer safer way through the buildings. It is a bit of a test for me and is a bit of an experiment in detailing, though that part of it is far from finished.

What do you think of it so far?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Looks very nice.
 

Tehrasha

L3: Member
Nov 5, 2009
115
28
Nothing like diving in way over your head to force yourself to learn something new.

Here is the current state of my overly ambitious attempt at making a pyro hat.
Currently way over the 800 poly limit...

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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Hot.

Possibly literally.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
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Too small, three caps is too many, will change, then will throw .vmf into a rip in the fabric of time so it'll be like it never even existed.
 
Nov 14, 2009
1,257
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Wow, you actually followed your Plan! Amazing. Anyways, is that dragon made in Z-brush, or in mudbox?
 

Tehrasha

L3: Member
Nov 5, 2009
115
28
Anyways, is that dragon made in Z-brush, or in mudbox?

Its my first attempt at 3ds max.
I did manage to get it down to 1044 tris last night.
If I make the cheek flares into simple polys with a transparent texture, I should be able to get it down to the 800 limit for submission.

Hopefully I can get it done before my 30 day trial is up.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
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Nevermind the missing Control Point on the elevator.
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Don't worry about the random nodraws.
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