WiP in WiP, post your screenshots!

soylent robot

L420: High Member
May 26, 2009
499
394
some basic detailing for sandblast a7, in stage 2
451F5A91C2A3F73AAAE8D0B8A004D90E82BDD72B

883450F716C1073CB104B6C5A77A239DBD5CB65D

this is just blocking out the shapes of the roofs and out of bounds areas, really, no real detail yet
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Change the light_env as the one you have right now makes everything very washed out.
 

Huckle

L3: Member
May 31, 2010
149
101
So finally back to mapping after a couple months of just working hard IRL and playing 6v6, I've picked up Rocky Road again. This is the 6th iteration of the 2nd point and the nth iteration of the last point. I'm actually pretty happy with most parts of the layout now and I'll stop with the major reworks (except for the sides of mid) and go into playtesting to try and make the layout work.

Current looks of mid:

rocky_road_pt2_050001.jpg


2nd point (viewed from mid side, the blue on top left is the last point):

rocky_road_pt2_050002.jpg


Last point which is currently a bit tight:

rocky_road_pt2_050003.jpg


And no, I'm not going to have the fence model on both of the points. I'm trying to decide if I'll keep it at all.
 
Jan 8, 2011
397
393
Hay guys, back from my month-long hiatus!
Anyway, I need a water-tower-ish thing in my map, and I just want to run this by you guys. It's set on an offshore drilling rig, and the final part is the cart travelling up in one of those cart elevator things they have in upward and going into the water-tower thing, which is full of all the oil from the drill.
Reference Picture
So basically that but dark metal, with a cart elevator in the middle and stairs for the supports, so RED can still defend it (since it'll be the tallest thing in the skyline). Also, it'll be all brushwork, but anything extraneous will be func_detail'd.
Thoughts?
 

AgeNt_

L5: Dapper Member
Aug 12, 2009
236
88
im kind of in a bind here. Im planning on redo-ing the roofs in my map promotion. Right now they are odd, as in a displacement over the metal texture. I was looking in how Barnblitz blent the snow to the metal and its an actual blended texture. So im experimenting.

test_roof0002.jpg


the one on the left is the old way i did it.
the one on the right is the newer blend .vmt texture i made.

im sort of mixed on the answer, the right one blends very well and looks like what it actually should be. but the lighting looks iffy. same with the other one.
 

Huckle

L3: Member
May 31, 2010
149
101
Redoing this shitty bridge

Keep in mind that there are extremely few (if any) stairs in TF2 that do 180 degree turns. It just doesn't flow well and you basically have to stop at the second level and turn around.

Then again, maybe that's what you were fixing. :)
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Keep in mind that there are extremely few (if any) stairs in TF2 that do 180 degree turns. It just doesn't flow well and you basically have to stop at the second level and turn around.

Then again, maybe that's what you were fixing. :)

For a minor flank/balacony I'd think doing a 180 turn is okay, flow should be more focused on the major main routes and the major flank routes.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Considering you shouldn't ever actually go up there to get into spawn I don't think it's a huge deal tbh. The 180 really would only penalize red spawn campers. Blu will hop right down.
 
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Prop

L3: Member
Jun 17, 2010
109
24
Yyler, just a question for that window in your pic there is an area portal, did you use the window area portal or just a regular area portal? And is there a difference?
 

tyler

aa
Sep 11, 2013
5,102
4,621
I know you don't want my opinions Rexy, but that looks pretty dumb.

Yyler, just a question for that window in your pic there is an area portal, did you use the window area portal or just a regular area portal? And is there a difference?

Previously it was a walkway there so it was a doorway, meaning normal areaportal. I've never been able to get func_areaportalwindows working just right and completely abandoned them, but if you've seen Hella or played it, I would like to get them working in the building near A. It's the kind of place where culling the inside entirely would really help optimization, but I can't fucking figure it out and so all the areaportals I have are regular, which is not ideal.

In this case when I optimize better, the entire shack can probably be func_detail.

The difference is that areaportal windows cull what's behind them after a set distance, rather than when you aren't looking at them. This is a great reference.

PS:

TFaeR.jpg
 
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