WiP in WiP, post your screenshots!

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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erp... my bad! haha, totally didn't realize that at a first glance.

edited that bit there...
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Those railings are interesting, are they custom?
 

tyler

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Sep 11, 2013
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Barely did any detailing, wanted to see how the color of the lights looked on Egypt textures.

yellow.jpg


Jesus. Someone want to figure out how I can transform this layout into some other theme without the yellow problem? This is so disgusting I almost want to give up rather than bother with it.
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
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That shape makes me think it would work well as a loading dock for big trucks, like you see on the backs of big stores. Dunno if that would fit in with your map though...
 

tyler

aa
Sep 11, 2013
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An industrial theme could work, but the question would be what to do with the altar. Some kind of water tank, maybe, but ugh.
 

Angry_Ed

L1: Registered
May 25, 2009
41
32
After several missteps in my initial foray into mapping and a long hiatus brought on by gainful employment, I've returned to the TF2 mapping scene to try my hand again and hopefully learn from the mistakes I made the first time around.

So here is "Server Farms", or "Mainframes" (haven't settled on a name yet). It's a pretty standard-fare CTF map, all things considered. There's a skybridge that will connect the two bases, as well as a side-tunnel to enter by in addition to the main front entrances. Right now it's only half a map (well less than that) since I'm going to build one half up completely then mirror it and retexture the other half. I'd show more of the base interior but there's really nothing there right now and with no interior lighting to speak of at this time you wouldn't see much anyway. The idea for the interiors, however, is that one of the large rooms will house several computer mainframes/servers, while the room that has the map in it will house several terminals. Almost like a data processing center of sorts.

ctf_server_farms_nocliff0004.jpg


ctf_server_farms_nocliff0005.jpg


ctf_server_farms_nocliff0007.jpg


I should have more to add in a few days once I've started doing some actual texture work.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
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enclosed sky bridge = huge nono

Not only is it hard to get in and out of, but 1 correctly placed sentry could lock the whole area down. Also, linking bases directly might not be a great idea (I know, 2fort has it, but on a 9 v 9 2fort match, the flag almost never gets capped).
 

Angry_Ed

L1: Registered
May 25, 2009
41
32
So would you recommend I do something more open or just scrap the skybridge entirely? Part of the reason I guess for doing this was so I could create a structure that would exist as a way to get from point A to point B but also provide some scenery and cover on the ground level. I do see your point though about how it would cause problems, however.
 

soylent robot

L420: High Member
May 26, 2009
499
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Dont have it fully enclosed like that?
You could make it look like the traditional tf2 incredibly unsafe structure by putting gaps and broken holes all over it, which'll make it much more interesting to fight around as players can fire into and out of it either
 

Huckle

L3: Member
May 31, 2010
149
101
So here's the 2nd cap of my map as it's coming along (looking toward first spawn). The height differences are a bit extreme at the moment, I'll remove some rocks as well because it feels fairly tight at ground level even though it's "outside". Currently has the hydro skybox light which is a bit too white/blue for my taste though I haven't quite settled on something yet. Goldrush is probably my #1 pick after trying four different ones.

rocky_mountain0013.jpg


I've also made a short video of me talking about positive and negative space which may or may not be of interest. You can view it here but the sound is very low so don't crank it up and get deaf when someone messages you. :)
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Height differences don't look any extreme at least from this screenshot.
 

lana

Currently On: ?????
aa
Sep 28, 2009
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cp_kanye_a1 - Made in two and a half hours and playtested last night:

ss20101215162255.png
 

ics

http://ics-base.net
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Jun 17, 2010
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Nearly 2 months of work is coming to and end soon. A 3 CP map (there clearly aren't enough of these out there yet) is going to be finished really soon. Valve time applies though. As it's Xmas time, i don't know if i have time to finish it untill 2 months are full (24h of dec :)).

However, now that there is a lot of snow outside and -17C (45? in F), i planned to take on some warm feeling map on. I plan to see how it looks in alpine with trees and such later on and might just switch the textures, not sure yet but it looks good on goldrush/dustbowl textures atm.

Scenery is still under work but it's getting there. Here's some shots from the 3 CP's.

comingsoon.jpg
 
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