WiP in WiP, post your screenshots!

Freyja

aa
Jul 31, 2009
2,995
5,813
render2.jpg


Made for a school assignment. We had to fit it to a rig provided to us, so that's why the proportions are a little off. No gloves either.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
I did say we had to fit it to the rig provided, which has really thin legs and weird proportions. Also, the HEV suit's boots are actually like that.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Tom, I don't like that the final ramp on the track is made of wood; try concrete, maybe?
 

agent00kevin

L1: Registered
Oct 30, 2010
13
11
My current WIP. The basic idea is two buildings facing each other across a two lane city street. They are 3 story buildings. A skywalk connects the two on the second floor and there are battlements on the third floor. There is also first floor access, and I am considering two side routes on either side of the building.

The map is supposed to play similarly to 2fort. The difference is that you are not forced to run directly past the spawn rooms. You can, but it is not the only option. Its also laid out to make it difficult to die defending the intel, then respawn and immediately be able to defend it again - or try to. (unless your team is helping to hold it back)

This is an overall exterior view. The top floor is inspired by some of the 'modern' design for 1 story houses in the 50s and 60s, and the rest of the building is pretty standard design.

Corp01a.jpg


Next is a 3rd floor overview, which is where the spawn rooms are. Both rooms face each other, making it difficult to effectively spawncamp as enemies would be at your back as well. Players can access an outside area to snipe of spam rockets from, or take the stairs down to lower levels. The exterior battlememts area should be designed narrow enough to cause splash damage from rockets hitting the backside of the wall/windows, but testing will show how much adjustment is needed. Standing all the way back by the glass will only offer a view of the opposing building's battlements, so snipers will have to stand at the edge due to the parapet wall, or even on top of the parapet wall for a view of the ground level. The skywalk will also block the most travelled area.

Corp01b.jpg


Last is a 2nd floor overview. Two stairwells from the third floor feed into one central staircase in between the 2nd and 3rd floors from the sides. The case will be located in a room behind the stairs and spawn areas, at the top of the screenshot. Primary defense of the case would occur in the case room itself and in the landing area on the second floor, between the two sets of stairs leading down to the ground floor.

From that location, one can choose to go down to the ground level and run back to base or take the skywalk across. (one could also choose to run past both spawn rooms and jump off the roof) The skywalk is set up to allow sniping but not provide a view of players travelling within their own base from the enemy side.

Corp01c.jpg



Most dimensions are under 1024 units; the first floor entry area is 512x1152. 2nd floor side areas are roughly 768x600. Detail and additional construction will be used to take up space as well, so please hold the comments on detail and fine tuning the layout. The largest area will be the exterior, at 1024x1200. The road will be split in half, however, and have landscaping in the median to break up the view from base to base. Longer views lengthwise will be available, but as players standing in the wide open are very vulnerable, it should not be much of an issue. These players will also be looking perpindicular to the players direction of travel, making hitting them more difficult.

Ive just begun on the map today, so theres a long way to go. :p
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
The one thing I note is that buildings/floor look overscaled and very open. Which will give non-close quarter combat players a big advantage (sentries, heavies, scouts and solly and demos to a degree).

Not that bad of start though, I guess, once you tone down the scaling.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
-snip-
Corp01a.jpg

-snip-
The layout is, as you yourself said, very similar to 2fort. You seem to be making a very conscious effort to avoid the problems with 2fort, though, so it may very well end up being a perfectly enjoyable map anyway.

However, it looks to me like you created one huge layout problem that 2fort avoided. Correct me if I'm wrong, but it looks like crossing the roads is the only way to get into the other base, and that area seems pret-ty damn easy to take control of if you ask me. The only Sniper-safe parts of the area seems to be below the catwalk (though, since Snipers can aim diagonally, that area would actually be thinner than the catwalk) and right behind the trucks. One or two decent Snipers could therefore seriously cripple the mobility of any crossing player. This crippled mobility would make the crossing player's movements predictable, making him an easy target for enemies on the ground.
In a server with uncoordinated teams, one or two competent combat class players, a Medic and the previously mentioned Snipers could easily hold the area long enough for an Engineer to set up a nest, and then it would devolve into a Turbine-style steamroll.

I think you need to add some sort of alternative route around the whole thing. A maintenance tunnel below ground or some indoor corridors around the middle area, perhaps?

If you've actually done this and I missed the part where you said that, I sincerely apologize.
 

agent00kevin

L1: Registered
Oct 30, 2010
13
11
The layout is, as you yourself said, very similar to 2fort. You seem to be making a very conscious effort to avoid the problems with 2fort, though, so it may very well end up being a perfectly enjoyable map anyway.

However, it looks to me like you created one huge layout problem that 2fort avoided. Correct me if I'm wrong, but it looks like crossing the roads is the only way to get into the other base, and that area seems pret-ty damn easy to take control of if you ask me. The only Sniper-safe parts of the area seems to be below the catwalk (though, since Snipers can aim diagonally, that area would actually be thinner than the catwalk) and right behind the trucks. One or two decent Snipers could therefore seriously cripple the mobility of any crossing player. This crippled mobility would make the crossing player's movements predictable, making him an easy target for enemies on the ground.
In a server with uncoordinated teams, one or two competent combat class players, a Medic and the previously mentioned Snipers could easily hold the area long enough for an Engineer to set up a nest, and then it would devolve into a Turbine-style steamroll.

I think you need to add some sort of alternative route around the whole thing. A maintenance tunnel below ground or some indoor corridors around the middle area, perhaps?

If you've actually done this and I missed the part where you said that, I sincerely apologize.



I had noticed that; even with the skywalk it forces players to go through the same area. The underground tunnels are a possibility; and I was considering dropping the whole thing 1 level below ground level making the 1st floor the basement. I would have to either remove the skywalk totally or connect it to the top floor if I did that, as well as fill in the forward half of the current first floor as its open from the skywalk down for half of it.

Another problem Im running into with Froz3en's advice is that I dont know about the only largely scaled area being outside between the buildings; a LOT of the fighting is going to occur within each building and if I close it up inside, it just favors CqC classes instead of medium range classes - which brings us back to the start of having it only suitable for one type of class.

I definitely still have some layout adjustments to do; so any more ideas would be appreciated. :) Id like for this map to be a viable alternative to 2fort that plays similar but without the ridiculous parts. Ive tried Doublecross, and its fun, but it doesnt play the same...and while I respect the author of Turbine, I still do not like playing the map. (Its my son's favorite though, so I get stuck playing it fairly often)

Another concern was the two stairwells. With one on each side I thought maybe an elevator shaft on one side instead would allow quick access going down but funnel players in one direction going up. This would also solve another problem I came to - where to set up an engies nest. As of now there arent really any great places to set one up. There is one location just before you enter the intel corridor and room, but Id like one more good spot before you get to that point. Kind of like the hay room and courtyard in 2fort; both key places to set up a SG nest. If I force players up one set of stairs I can set up an Engie area on the second floor.
 
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Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
Entirely underground map
*Pictures*
wow, that actually looks pretty cool, the lighting is done pretty well for something underground. Reminds me of P2. I like the upward style of "everywhere is a death-pit" that you used here.