WiP in WiP, post your screenshots!

Languid

L5: Dapper Member
Oct 9, 2009
240
256
but still, mildly anticlimatic and possibly boring to play on (?) It is cool theres just a lot more interesting things that can be done with that concept
 

tyler

aa
Sep 11, 2013
5,102
4,621
eVwZt.jpg


alright i'm done fuck the world

we'll clean it up in post production

eCCYD.jpg
 

soylent robot

L420: High Member
May 26, 2009
499
394
Personally, I think it looks a bit big. I would make the handle skinnier and longer, and doing the same thing to the rocket. That the mesh faces/vertices/edges in the texture is a bit odd looking. Any possibility that there is a problem in the texture?

i probably will make the rocket thinner, i didnt expect it to be that large when i loaded it into the game.
no clue why the texture is doing that, theres none of those white lines anywhere on the texture itself
 

soylent robot

L420: High Member
May 26, 2009
499
394
d-d-d-d-doublepost!
61CC3E1F9C6334661D2D2683CAEFF52D2594F385

fiddled about with the texture and size of the rocket & handle. for some reason, its only doing the tron effect where it should be shiny, even tho there isnt any of those tronlines in the actual texture, and theres no normal/speclar maps either. tis a mystery!
also, its now named the Big Bang
 
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GenEn

L1: Registered
Jul 16, 2010
46
54
I'm not a fan of having the words on the side of the rocket- looks a bit too silly for a weapon imo- but I really like model itself more than the previous versions.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
On Hit Flaming Player: Rocket ignites and damage and swing speed increases 40% for 5 seconds
- No Random Crits
- 20% Damage penalty


Kinda like a mix between the KGB and Axtinguisher
 
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soylent robot

L420: High Member
May 26, 2009
499
394
these ideas are all better than my idea, which was to have it work as the Equalizer, but for your flamethrower ammo instead of your health. (and the damage wouldnt ramp up quite so much as for the Equalizer)
 

soylent robot

L420: High Member
May 26, 2009
499
394
That wouldn't work so well since there's not the risk you get when running around with the equaliser. With the EQ, you trade that bonus for being one-shotted by anything.

i thought it would be harder to maintain because its pretty easy to pick up the weapons of the guys you kill, or in general just pick up ammo all over the place. but i did say the other ideas were better ;)
 

Aaronmiles2

L1: Registered
Jul 20, 2008
14
2
I've been working on a map over the course of a few months, in my spare time that I can find during my college hours. It's my first proper map, so I've taken my time over it.

I have a few screenshots of some of the areas, mainly because the rest of the map isn't exactly finished yet...

The first area, an overview. To view the screenshot at 1280 x 1024 you can click this link, or to support me by waiting through a five-second ad you can click this link.

The second control point. To view in 1280 x 1024: click here, to support me click here.

Another view of the first area, showing a hallway beneath the elevated platform. Direct link: here, to support, click here.

I haven't created any sort of skybox yet, of course, as that's for when the map is completed. Any feedback about the general look of it would be taken into account.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
An interesting basis, but it looks absolutely tiny, and like it only has one route through at the start. You want to make it a bit larger and more interesting. Visuals are good for an early map, though the standard recommendation here is don't detail anything until you have a finalised layout, since detailed areas are MASSIVELY more complex to move, change the scale of, or rotate, and if you delete them you've wasted a whole load of work.