WiP in WiP, post your screenshots!

soylent robot

L420: High Member
May 26, 2009
499
394
doing some very basic detailing for sandblast a7, since its changed so little gameplay wise. during the last gamesday it was in it got a lot of positive response, so hopefully i can get started on the beta soon!
here's some of the detail ive done so far
53070EA4DDC070F8424795C92F36795F86149CF8

337D334E0CA27C9DC2628B1F014DB01511FB2E1A

4D35CE1955D3852F018C2B91949D965F8B3A3B1B

D6D47A4DD0FA68430D96062BD9AE360F4F1A2BE7
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
30vgf8i.jpg


void stop it stop making things pretty seriously stop it its not even in its second alpha yet void listen stop

- love, brain
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
yeah trotim they are trees

they are solid objects

what of it

i bet you've never even touched a tree before
 
Sep 19, 2010
475
499
Because sentry-jumping is a very common occurrence. :p If an Engineer somehow manages to build a level 3 sentry near the point (on a KotH map) and then sentry-jumps onto a palm tree, I feel he deserves it. Haha.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Refining and improving my 72Hrs Map:

Let there be light!

I would swap the teams so that BLU gets the bluish shadow; that's usually how it's done to enhance the team-color association.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I would rather spend my WiP thread posts on actual WiP things.

Kierenator: I can't say that I've ever seen anyone use the upper areas, except for the last two players alive chasing each other endlessly. I'd say make them more accessible or remove them/block them off.

Don't you dare. I used the upper areas all the time.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Mangy suggested reducing the upper areas, so I may try it in a later version. I'm almost ready for a1, so we'll see what happens. Also, what do you guys think about me putting Tyker's Ivy on the walls to break up the monotony?

I think the Ivy would look cool, give it a shot!

You could also use E Arkhams Khemer textures to help distinguish between red and blu's side.
 

BagOfChips

L5: Dapper Member
Feb 7, 2009
227
17
Some shots of the final CP of my map:
pqTqV.jpg

D0SsA.jpg

q4pnh.jpg

And a now outdated overhead shot (I got rid of the train track):
aNI6u.jpg
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
It looks like the buildings might be smaller and the yards larger though, meaning more sightlines andless fun for people other than sniper. Whilst i cant see much of the area, it looks as if second is in a large, empty yard. And granary is fairly large anyway- it remains fun to play on due to good cover placements, something that looks almost missing here.
 

TzwenxD

L1: Registered
Jul 9, 2011
6
4
hm, you have to run about 600, 700 units to get from the last cover to the cp, i guess this to much, u will get sniperd nearly all the time, and when u get in you'll be alone and a sentry (behind the truck?) will kill you. maybe a tunnel as an alternative way would be good, so that you can reach the point nearly unseen. if u dont want to inplement something like this, u should place many cover :)
 

BagOfChips

L5: Dapper Member
Feb 7, 2009
227
17
It looks like the buildings might be smaller and the yards larger though, meaning more sightlines andless fun for people other than sniper. Whilst i cant see much of the area, it looks as if second is in a large, empty yard. And granary is fairly large anyway- it remains fun to play on due to good cover placements, something that looks almost missing here.

Yeah, I'm well aware of the lack of cover atm. I'm trying to come up with better alternatives than sticking crates and grey blocks everywhere like you see in Granary :p

If I can't come up with anything soon I'll just stick some brushes for cover until I can.
 

TzwenxD

L1: Registered
Jul 9, 2011
6
4
very early from hammer:
XNLDl.jpg


you see that there are 2 ways under construction, the plan is, that u can choose what u want, the short way, direct through the canyon or the way to the lift and over the bridge wich is a bit longer, but not in the canyon.

yeah, sure i use dev, just do a little experiment with the stone texture :)
 
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