WiP in WiP, post your screenshots!

TzwenxD

L1: Registered
Jul 9, 2011
6
4
looks great :) whats ur plan with the light? a bit sunlight could set an amazing atmosphere

a little update:
002.jpg


grey is base high, red is low, (-96) and blue is +/- 48, the track will come out of a tunnel, i think of a small way over the tunnel at the red wall.
maybe i build a platform with capture point as a lift for the part uphill :O
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
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@Joodude, look into the dustmote particles or the light beams from 2fort.

That could look really in that area.

Sounds like a good idea, I'll get experimenting tomorrow.

I always wanted to try using those shafts of light in other maps. How would you go about doing your own in the case they didn't fit to well? It'd be a good addition.
 

strykermikado

L1: Registered
Jul 13, 2011
2
3
KotH_Trouble_Island

This has been my work in progress since Saturday. I wanted a chaotic map with a beach style. The only problem I have atm is solving the inevitable spawn killing. I'm open to suggestions.

L7rc5.jpg


OCId0.jpg


lBeaJ.jpg
 
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TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
Are you sure you mean CTF? That looks more like Arena/KotH to me. I'd say extend the walls, add block bullets brushes and build a roof on top. That should stop any and all attacks against the people in spawn. Also maybe add another room to the front of spawn with multiple exits to prevent campers.
Hope this helps!
 

strykermikado

L1: Registered
Jul 13, 2011
2
3
Are you sure you mean CTF? That looks more like Arena/KotH to me. I'd say extend the walls, add block bullets brushes and build a roof on top. That should stop any and all attacks against the people in spawn. Also maybe add another room to the front of spawn with multiple exits to prevent campers.
Hope this helps!

Yes sorry I meant KotH map. I've been working on both actually. I've been debating a roof. Atm, I just have it where the other players can't enter the spawn but can still shoot through it. I'm trying to keep it open as possible but these are probably for the best. I'll update within a day with this info in mind. Thanks alot.

This is only my second full map I've made before, my first being fy_funtimes for css. I still have alot to learn on map making.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Yes sorry I meant KotH map. I've been working on both actually. I've been debating a roof. Atm, I just have it where the other players can't enter the spawn but can still shoot through it. I'm trying to keep it open as possible but these are probably for the best. I'll update within a day with this info in mind. Thanks alot.

You could adopt the spawn areas into a sort of abandoned beach shack so they still fit with the theme and provide some cover for spawners, much like the image below:

beach-shack.jpg
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Roofs!
nice
the roof hides off the windows a bit tho
Railings!
good night sweet tjuncts
Museums!
i wonder how this would look with slightly angled sunlight and lightmap scale of 8 or 4



strykermikado, make your island not a square :p as for spawns, just make them shacks. play far cry for inspiration
 

Micnax

Back from the dead (again)
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Apr 25, 2009
2,109
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Roofs!
nice
the roof hides off the windows a bit tho
Railings!
good night sweet tjuncts
Museums!
i wonder how this would look with slightly angled sunlight and lightmap scale of 8 or 4
The railings are models, thank goodness. And the floor has a lightmap scale of around 2, so it gets some pretty good effects. I tried the angled sunlight before but it makes one side of the map great, but the other shadowed in quite a lot of darkness. I'll have another shot at it though.

Here's some experimentation with func_dustmotes and the light ray models from 2fort:
Rds1g.jpg

aZztW.jpg
 
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tyler

aa
Sep 11, 2013
5,102
4,621
how would you stuff an areaportal in there?
contest prize: 1 old, useless crate

you wouldn't. you'd func_detail the entire thing. the difference for a building that size on that map is negligible.

go look at viaduct's use of func_detail