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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
32/72 Hours have gone by, and my map is about a third done. With luck, I'll be able to test this bad boy before the Jam ends.

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It's rough, but that's because I'm trying to get this out ASAP. Come A2 (after the Jam, of course), I'll buff out the rough patches. This *is* going to be my Back To Basics map, after all.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
I only had a couple of hours available for mapping this weekend so I sadly won't be able to finish this Passtime map for the jam:
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Maybe it will be done for the Back to Basics contest.
 

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
Decided to start a koth map in the off-time from when I'm waiting for feedback for pl_link. It's called koth_nippy.

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Just gotta add in health and ammo and it'll be ready for a1.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847

cow tools

L1: Registered
Sep 6, 2019
4
0
rough first draft of a neutral ctf map's midpoint, i plan on making the whole map's "flow" kind of a very vertically squished "v" shape
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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Helltrain might be 3d this year>>>?????????
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and not ctf

By golly he dun did it. exported map geometry and textures to blender. the mad lad
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
upload_2019-10-12_23-16-37.png

I and a friend have been writing a game engine from scratch (except openGL/SDL2) since late August and it's pretty cool. The architecture draws heavy inspiration from the Source engine, with simplification of all aspects to reduce the amount of bullshit (and the toll on our sanity).

The above picture is just it rendering a model of mine which is half a year old, but behind that model is a proper entity. The entity system utilizes C++ runtime polymorphism and a preprocessor trick to register entities automatically. Here, the entity "prop" derives from the base, specifies its own model and material, and renders them. The entities are read from the map file, which is a text file that specifies their key-value pairs. Some may be left out, and the entity implementation has the opportunity to set defaults.

Materials also have their suck stripped - they just specify which GLSL shaders they use, and then key-value pairs such as diffuse red.tga. The GLSL shader will then specify a uniform sampler2D map_diffuse and be able to use that sampler to access the pixels loaded from the texture red.tga. I'm super proud of this system.

Resources, e.g. textures, materials, shaders, and models, are cached by their name so the engine doesn't load the same thing twice if different things reference them.

Also, it obviously can't be shown with a screenshot, but all interaction with the engine is done via text commands, which are each mapped to their handlers. A handler gets the array of arguments and a flag for whether it was a press or release (no distiction between "usual commands" and "press/release commands" as in Source -- all of them can be pressed or released). Keys are bound to commands (yes, there's a command for that, and the engine runs the script at startup). Also, it's designed in such a way that when you're just pressing buttons in runtime, no text operation or copying goes on - the keys are mapped to the efficient representation.

Sorry for a barely related image and a wall of text, but again, I'm super proud of all of this, and wanted to share it. You can observe it on GitHub I guess, but we do treat that repo as a personal one, which it is. (I do with the master branch what my heart desires.) Also, it doesn't have the model or textures.
 
Jul 5, 2016
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Going to have a play test next week-ish for ctp_helltrain! Its like a mixture of player destruction and ctf and deathmatch. Kills result in points for your team instantly, and the first team to 400 wins. The intel can steal points like on asteroid [up to 100] to make infiltration incorporated into deathmatch. The layout got cleaned up to make navigation easier but it will probably change some more.
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SnakedSnack

L1: Registered
Aug 26, 2017
25
4
A final part of level on my payload map, finally textured the whole thing. It remains only to make a background on the entire map, which is a ton of work, and to think through everything in more detail, rethink on some points.
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