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Montezuma

L2: Junior Member
Oct 16, 2010
57
3
tumblr_lnv838PRhN1qzl5ofo1_500.png

first attempt at a payload map... doubt I'll actually post it but I need practice.
 

GenEn

L1: Registered
Jul 16, 2010
46
54
exef.png

cpquarry0004.jpg


As my first map (that I plan on actually releasing, one day within my lifetime), I don't care about visuals much at this point, but any feedback about layout?

@Yyler: That tiny little fence on its own looks strange, because its taller than it is wide and stands on its own, but the others look okay to me.
 
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GenEn

L1: Registered
Jul 16, 2010
46
54
I know you don't care about visuals, but your lighting seems really weird, what enviromental lighting are you using?

I just used default color/brightness (255 255 255 200) with a pitch -86. I guess the fact that I used dark horizontal surfaces and light vertical services made them all balance out as grey...

Edit: Probably better!

cpquarry0007.jpg
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,534
The other two stages look smaller relatively because they haven't had detail areas added, i imagine.

Yeah, stage 1 looks bloated because of all the detail added, it's really the same size as stage 2. Stage 3 is bigger because it has 3 control points.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
SZI90.png


My idea for an A/D ~ Push map that has 3CPs. 3 Stages as you can see, with 2 linked CPs. I linked them mostly due to technical reasons and it shouldn't play much different without it being linked. I'm shooting for asymmetrical in my design, and I plan to use the maritime theme when the time arises to detail (I'm gonna work my ass off to get to that point). When it gets down to it, if I can't make it balanced for both teams to my liking than I'll simply have to mirror every stages layout.. I'll try my best to not have to resort to that.

In a way this is similar to TC but vastly less complicated and even if you're on the losing team you still have a chance to retaliate and win. Albeit you'll have to win 3 times in a row to actually "win" if you were pushed back to your lose stage.

Some reference pictures I'll be using for my architecture
- http://i.imgur.com/pENi6.jpg
- http://i.imgur.com/ttWqe.jpg
- http://festivaresorts.files.wordpress.com/2010/08/ncmm.jpg
- http://i.imgur.com/R31zN.jpg
- http://i.imgur.com/oUep5.jpg

Keep in mind this isn't gonna be that old of architecture, think coastal cities with stone buildings.

Questions? Comments? Hate mail?
 

GenEn

L1: Registered
Jul 16, 2010
46
54
I like that theme, I hope this map gets to the detail stage quickly.

If there are 3 CP's per stage, say red team was pushed back to their final base/stage and successfully defended. So in the next round, in the central/rural area, would the center point be neutral again and both teams are on even ground? If that's the case, the only problem I could imagine is that if the final points were too easy to defend, it would get very repetitive playing on that central stage over and over again. But who am I to comment on balancing...

Point: Love the theme, like the game mode, please make.