WiP in WiP, post your screenshots!

insane3004

L1: Registered
Jan 23, 2013
12
16
I think you should read up on TF2 design theory (both gameplay design and detailing) on the developer wiki or in our tutorials section. That map looks like it's pretty solid skill-wise, so I think you just need to delve a little deeper into what makes a TF2 map a TF2 map. Still, excellent work.

Thanks, and will do...
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
I present you: BRUSHPLANESAW
ilbNxI1AjN3Vp.JPG

It can fly
 

insane3004

L1: Registered
Jan 23, 2013
12
16
looks neat as fuck

make a thread so we can rip its gameplay apart

If you want to tear it apart... It now has a thread in the map showcase... (didn't know about that part of the forum... first time here...)
 
Mar 23, 2010
1,872
1,696
ok the saw 'joke' isn't funny anymore good job
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
When I saw those screenshots, at first I thought I was looking at the two teams' versions of the same area. And I was like, well, that's certainly creative.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
In the first screenshot, the power conduit thing standing on it's own, and having the cable that's supposed to go up into a roof going up to no where really bugs me, At least put it on a pole or something >.>
 
Mar 20, 2012
391
806
It certainly looks nice but ...
will it play nice ?
zat iz zeu qestion
Congo was already in many playtests and impromptus before I gave it an aesthetic overhaul. I've done little to change the overall layout of the map because it was received quite positively for an SD map.

In the first screenshot, the power conduit thing standing on it's own, and having the cable that's supposed to go up into a roof going up to no where really bugs me, At least put it on a pole or something >.>

Oops. I used to have a building up there, but then I was like 'this isn't jungly enough!' and tore it down. I'll go ahead and fix that. :p
 

TZK203

L1: Registered
Dec 28, 2012
15
6
2013030900002.jpg


2013030900003.jpg



Yes, that pit over there is going to be every pyros' wet-dream. I specifically designed it for this ZF map so they can airblast zombies near them.

Maybe I should add a bridge over it to make it even easier.

BTW, I know this room is a bit plain, but I don't know how to make it less flat without making it contrary to my Egyptian "tomb" theme.