WiP in WiP, post your screenshots!

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
20190119165839_1.jpg

Dev Building in Disrepair
20190119165903_1.jpg

Full area so far
 

tomcat

L1: Registered
Jan 21, 2019
42
3
a9e55cc8daca5801fe2bf419b4e1156d.png


Here's my first map that I'm working on - a construction-themed map. It might not seem that way but my idea is that the point will be where all the construction stuff is, as both teams want to build there but can't because of the other.

Probably gonna switch to dev textures after I complete the building and move on to the second courtyard.

EDIT: Update.

37549e5324beb9aca52f6d7e24cb9106.png


4c87646f0a5cc18f33e524c94c4c8577.png


Looking for feedback!

EDIT 2:

Another update!

4ea26889f3fe040aa83079a70e8dd669.png


Gonna play around with the center and test different cover/buildings.
 
Last edited:

tomcat

L1: Registered
Jan 21, 2019
42
3
b3f34e353bd3fae37987f9ba62eaf8cb.png


Progress on my koth map.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
It looks a bit flat. Try adding some height variation; even 64 units would be good
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
No screenshots this time, as it's almost 2 AM where I live and I'm about to go to bed.

A few months ago, I posted some Minecraft screenshots and talked about how it can be helpful to sketch out a risky map idea in a 3D environment to get a feel for the scale. That risky idea was MvM Goldturkey, an experiment to see how small a MvM map can be while still being fun to play on.

A1 is about halfway done right now, with me still needing a number of things to make the map functional. Currently, minus the as-of-writing unbuilt RED spawn, the map fits snugly into a 2816 x 3200 x 1028 cube. I plan to compare this to the size of in-game MvM maps to see how much smaller it is comparatively.
 
Oct 6, 2008
1,947
445
It's too late for me do do anything for the contest with everything else that's going on but here's two screen shots of a space station themed tug-of-war map or a multiple payload version that I've been screwing around with - will have a star field skybox when completed. This will most likely bee the main combat zone. If anyone has any ideas as to what I should do for the other sections, feel free to suggest

17C6ECAB0393F2EFA1716D851E08C5636A948706

6FB733A71088D7898BD5BCC5ACEA4652DFADE7C0
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974

Cincomma

bonk sploosh
aa
Aug 2, 2017
430
404
a heart rating would be great because I think mine stopped from seeing these amazing details....

Oh yeah, also
20190210153656_1.jpg
20190210153641_1.jpg
20190210153631_1.jpg
Here's a sneaky peak at canale's next version
 
Last edited:

tomcat

L1: Registered
Jan 21, 2019
42
3
Completed RED and BLU side, think I'm done with mid, tested the map, everything seems fine.

862469f2d0222fe5c14a38019eba828a.png


Might have the map up soon!

EDIT: THE MAP'S UPLOADED, FELLAS! Feel free to check it out!
 
Last edited:
Oct 6, 2008
1,947
445
Ok, making a tug of war payload map on a space station :) I have no clear idea of where or what I'm doing on this map yet. i.e. no idea where / how I'm going to implement spawn rooms - thinking of teleportations.

Here's some screenshots for you:

This will most likely be the main combat zone (looks bigger than it is) - centre bridge with death pit - cart will start in the centre - then go towards warehouse
873D0BDAED1221B21DF6229C5CF3141F947C32D8


Entry into what I'm going to call warehouse - only 4 lights used - the ambient light comes from the track.
AD340656DA1CF9FA4DD58833D603B3AF15664A70


Cart will then go through a torus and come back the same way towards the centre - you will see space out of the windows
F6113319CDA826C3485C5E5E397D58A15B283AE1

Need some help with this one - although I made torus the faces aren't aligning up right any ideas how to make this tunnel below?
D4D46D010D004A6D8BD6658A9D5802E8E46A5002

Cart exits towards centre pit - the blast plate drops and blue or red pushes the cart into the hole (main bridge will retract also)
C52794C4BBF8B68D179FF1B19BC255F4321BA73F
 

tomcat

L1: Registered
Jan 21, 2019
42
3
Hey, I'm trying to make a spytech-themed A/D map (not gonna be a huge project, just something to keep me occupied while i fine-tune koth_steamroll) and I can't find a good ceiling texture to use. Should I just use the floor_tile texture or is there a good one that I can use? Thanks.