WiP in WiP, post your screenshots!

UGLYdumpling

L3: Member
May 24, 2010
127
56
WIP for the Construction Vehicle request thread

Whipped up a quick blocking session after some google image searches.

Playing with some proportions atm ...
Thinking also of controls for the driver, bumpers and an exhaust pipe...hmm

Anything I've forgotten?
... any suggestions no matter how whacky would be lovely.

tf2vehiclessteamrollerb.jpg

tf2vehiclessteamrollerb.jpg
 

Popo

L1: Registered
Jun 13, 2009
43
29
Arhurt, I'm enjoying the mine vibe I get from the screen shots, and I'll be keeping an eye on the map to suggest it for my regular server :)
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
There is some pretty impressive brushwork and detailing there Arhurt, though I am worried about the layout and capture point space, looks a bit too crunched... but only testing will tell.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Looks fantastic, Arhurt.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Very nice, Knight. Got a name?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Oh, I misread. My apologies.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
@ UGLYdumpling: That is looking quite nice, and a good start! I believe that you are on a good track. I hope you add more polys to the wheels though, as they look quite blocky now.

@Knight-Errant: Looks fantastic!

As for the issues with my map, yes, it is cramped, but that was one of my goals at the start :)
The cap point is under severe changes. I used to have side passages and will see a return for them. I think that by the end of the week we'll release it. Problem with us is that most of us just suck at the game :D but we have fun!
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
That is looking quite nice, and a good start! I believe that you are on a good track. I hope you add more polys to the wheels though, as they look quite blocky now.

@Arhurt : Thanks m8. hehe, yes - wouldn't be much of a steamroller if it couldn't roll eh? I've attached a very small update where I adressed that issue and added a few bells and whistles ... do you find the proportions appealing? I want to exaggerate the overall proportions - but not too much. I'm hoping for some brutal honesty if things are headed in the wrong direction! :cool:

Cheers!
-UG

steamrollerblocking02.jpg

steamrollerblocking02ba.jpg
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
I want to exaggerate the overall proportions - but not too much. I'm hoping for some brutal honesty if things are headed in the wrong direction! :cool:

I think maybe make the roller bit wider? Perhaps to the length of the distance between the back wheels. That's what I feel anyway.
 

Knight-Errant

L3: Member
Mar 12, 2010
131
36
Hey Knight-Errant, that hammer screeny looks amazing. Just one thing-

2yyyw0m.jpg


If it looks as flat from both ends of that red line as I think it looks, you may want to watch that sight line.

I agree. As it stands right now, the bridge only blocks 96 hammer units from the point's base and up. Its not enough. If the player were to get on the truck, they'd have full access view to the point. I'll probably have to go with housing the point for coverage.

Oh, I misread. My apologies.
'Tis not a problem, mate.
 
Last edited:

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Yeah, I should explain. That elevator is the end of stage 1. Stage 2 starts at the bottom.