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Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
te33b.jpg


Lifts were too complicated for Payload Race, so I have ramps now! They fit more into the Egypt theme anyway.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I thought I went over the extra compile options when you were at my house?

Well, it's those, cause without em working the compiler uses the bounding box of the tracks for shadows
 

Sethen

L1: Registered
Sep 2, 2008
6
1
I'm currently working on a TF2 trade map for my friends trade server. This is my first attempt at a TF2 trade styled map. Of course, I never really played in a TF2 server. Just sat in spectate and looked around to see what that maps contained. At the moment, I'm around 60% done with the map. I just need to add more detail, create the arenas and fix some issues in the map.

Please let me know what you think of the map as of now.
Criticism is always welcomed whether Harsh/good. ;D

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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Damn it, Aly. Me and Sethen post our stuff and then you come in here and make us look bad. Really bad.
That's okay, I like yours.


Aly, your colors feel blah, all I see are grays and grays with a little green on them. Add more color, or make them more vibrant. You have a happy map, use happy colors.
EDIT: Add more variation to the wood, stop using the same wood over and over and over and over and over again.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
It IS a fast compile, I'm personally hoping that the colours will become a little better on a -final compile. But I will probably mess with the colour correct later.

As for the wood textures, I did try. But it looks worse. It really does, it looks silly with lots of different wood textures thrown together, like a badly made patchwork quilt. I share your opinion, it does look monotonous, but it looks funny the other way too.
 

soylent robot

L420: High Member
May 26, 2009
499
394
It IS a fast compile, I'm personally hoping that the colours will become a little better on a -final compile. But I will probably mess with the colour correct later.

As for the wood textures, I did try. But it looks worse. It really does, it looks silly with lots of different wood textures thrown together, like a badly made patchwork quilt. I share your opinion, it does look monotonous, but it looks funny the other way too.

maybe use the same wood, but rotate it in some places so the beams go horizontally instead of vertically?
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
maybe use the same wood, but rotate it in some places so the beams go horizontally instead of vertically?

Yea, I thought I said this (but I guess I didn't)... rotating textures would be good...


You could also use other things to break up the textures, i.e: The paint patches, signs, posters, support beams, foliage, saws, pipes, windows, etc. You could/should add gutters to your roofs.

Look at how Upward, Sawmill, Thundermtn, Viaduct (kinda) all deal with wood textures, that will help. You will probably see a lot of what I've mentioned...


... Perhaps it wouldn't hurt to do a quick normal compile with all the bells and whistles, to get a better idea of what it will look like. It's better to not spend all your time doing detailing based of fast crappy compiles and then have it look like blah on a normal compile.


EDIT: Looking back at your picture I realize you already have a lot of those things... In that case, look into overlays and the paint brushed patch, and such. You could also use the dripping rust overlay. It's a brownish color, but it will add some diversity to your design.
 
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