WiP in WiP, post your screenshots!

re1wind

aa
Aug 12, 2009
644
588
I'M BACK
1024x576.resizedimage

NOBODY HERE REMEMBERS ME

- make it brighter, add more lights
- is that a large deathpit or are the routes out of the lower area hidden from view?
- all those struts on the control point are going to be a pain in the ass.
- blu needs to pass very close to red's spawn exits to get onto the point.
- large open area with no real cover to speak of. large box with things inside.
- the layout and design of the huts reminds me of cp_gravelpit, not a problem, just mentioning it
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
dug through my thingies and found some strange things i had forgotten about:

None are pretty or useful for any serious mapping projects, but it's still interesting to see what happens when you play around.

Assignment microcontest entry: Magnificent tunnel
5nr7F.jpg


Recreating my room using only brushes
5nqXm.jpg


Maze!
5nr9Z.jpg


Dominos!
5nrlM.jpg


Garage for a failed community event
5nrrX.jpg
 
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evanonline

L420: High Member
Mar 15, 2009
485
273
Working on a new map for the first time in like, 2 years. I just suddenly got the urge. I've been toiling away on this one old map I had every time I'd open up Hammer and it was a dead end, so I figured it'd rejuvenate me if I just started fresh. I'm doing a CTF map, just because it'd be simplest. I'm taking ideas from my very first map I ever made back in 2009, an Egypt map with the centerpiece being an oasis that has secret underwater passages into the bases.

BZ4V2vGCMAInhKC.jpg


I always detail the respawn room even in early stages, it's just a habit.

I'm still tossing around some ideas for the intel room so instead I'm arguing with myself on how to mirror the map. Mockups!

HLh8rOt.png


I like the S-shape mirroring better because the more indirect, diagonal sightlines between the sniper decks are interesting, but I'd need to scale it down a bit--the size of the oasis area in that example is roughly equal to the Doublecross bridge with no real way to break it up well. It wouldn't be a problem to shrink it down, but I kind of wonder if the U-shaped mirroring would work better, even if I don't like it quite as much.
 
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evanonline

L420: High Member
Mar 15, 2009
485
273
That's a really good point I didn't consider. Thanks! I'm going to scoot the oasis around so it won't be huge.

Those references are super sloppy but I visualize maps in really dumb ways. My sketchbook becomes a huge mess when I start doing game design stuff.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Definitely go with the diagonal version. I feel like the U-shape would leave a large portion of the map unexplored.
Why not converting it to a W shape? You can have alternative shortcuts then. even if it would be in a shape of a higher U then it wouldnt be an issue. The longer outer part might be less effective but can act as a very important counter to a heavy nest. The other shape to me looks like any narrow koth map which is automaticly bad on larger pubs (24+ players with instaspawn or 32+ normal respawn) as it bottlenecks too much.

Side paths can even be used to counter some areas, its just the size that matters. A U shape for that reason sounds like a more interesting idea, it just needs a bit more testing to feel balanced and have all places used.

I just found the shape of the straight map too narrow and see an issue with that instantly.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
The map is definitely too narrow and I'd fix that regardless of how I mirror it. This is all just rough layout stuff still.

I see appeal in both ways of mirroring it; one thing I'm considering is how big the water pool in the middle would end up with the diagonal layout no matter how I played at things. You wouldn't be able to make it from one team's entrance to the pool to the other side without emerging at least once, and that cuts down on interesting ways through the level. I want water to be a focal point in the map but you should never have to take drowning damage to travel around the map.

I'll toy with the layout more and see what I come up with.
 

Tutankabron

L1: Registered
Feb 23, 2013
27
49
Hi guys. I´m working in my first "serious" map. It´s going to be a trade map based on a wizard school, with two kinds of arenas, a usual one and a magical one, whit spells, Halloween bosses and all that stuff. What do you think of this beggining?


JOgzm7t.jpg


1tcpgWO.png


Tut
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
This was a neo-2fort project I was working on in October, then I suddenly got busy. Might as well show what I have so far in case this never gets done (like everything else)
above red courtyard:
5ud7L.jpg

side of red courtyard (intel-staircase):
5ucZJ.jpg

outside red spawn:
5udbq.jpg

majority of courtyard:
5uf7o.jpg

I honestly can't remember the honest reason to all this