WiP in WiP, post your screenshots!

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
HAHA, TIME FOR QUICK DETAIL

oLfVX.jpg


Also, the new outside areas. Now with 20% more window!

sHTyO.jpg
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Have you been skipping school lately? (Just kidding!)

After 30 minutes (of alone livestreaming) and some more to fix some rendering issues, I managed to get Red's spawn done for the KotH contest.

E3375FCD1C003AF2C867D166C036D722923A4923

F8CE8594BCA5367D0D36C24664FB6A0BBDB0B41F

AAB56DE913623C59C6F0C5C9F313A3624F1E7644


I am not obligated at the time to tell you the name of the map, it would ruin the surprise I have planned.

You have a leak.
 

LMFAO

Banned
Jun 14, 2012
131
60
Ooh, you mean that texture on top of a door? Didn't notice that. Will fix in next build.
 

DarkApollo

L1: Registered
Jun 29, 2012
11
8
Deodorant is right. The "big chunk of terrain with stuff on it" approach would work in a game like Battlefield, but TF2 maps are very small, narrow, and directed compared to those kinds of maps. Think of the map as a series of big rooms, or areas, connected by routes. grazr did an excellent tutorial about this, read it here.

Also, please calm down. Nobody is insulting you by telling you how to improve.

It also was not a serious attempt at a fully functional map. Everything was an after thought.
Everyone who has said 'heres how to improve' I have thanked and taken heed to their advice. Im hardly upset at all :)
 

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
if you buil enough stuff on sai chunk, it can easily become a regular tf2 map. this approach can work just as well as builing room by room

If you don't know what you're doing, you end up with literally every shitty arena/koth map we've seen on here. *cough* Redwood *cough*
 

LMFAO

Banned
Jun 14, 2012
131
60
Where is de leak? I have coated every visible surface with a texture and used Cordons.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
if you buil enough stuff on sai chunk, it can easily become a regular tf2 map. this approach can work just as well as builing room by room

If you build enough stuff (In an informed and well thought-out way) on said chunk, it can easily become a regular TF2 map with large areas of pointlessly rendered displacement hidden underneath the floors, and where the design limitations given by the already made environment give you more work than building new ground displacements for the separate areas would have. Yay?
 
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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
If you build enough stuff (In an informed and well thought-out way) on said junk, it can easily become a regular TF2 map with large areas of pointlessly rendered displacement hidden underneath the floors, and where the design limitations given by the already made environment give you more work than building new ground displacements for the separate areas would have. Yay?

nay. the preexisting isplacements will guie the map evelopment in a way planning woulnt have, efining areas an height ifferences for you resulting in an emergent map layout as oppose to a preplanne one an the "junk" will have serve its purpose as being the floor of the map much alike usually its just a single brush use for sai purpose. thats yay.

eit: plus if you hie the isplacements uner the floors, they will not be renere anyway.

eit 2: fuck my d key.
 
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Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
nay. the preexisting isplacements will guie the map evelopment in a way planning woulnt have, efining areas an height ifferences for you resulting in an emergent map layout as oppose to a preplanne one an the "junk" will have serve its purpose as being the floor of the map much alike usually its just a single brush use for sai purpose. thats yay.

eit: plus if you hie the isplacements uner the floors, they will not be renere anyway.

eit 2: fuck my d key.

Junk was a freudian slip, I meant to type chunk.
The idea of a broad strokes displacement layout to outline the shape of the map actually seems like a pretty useful idea, the way you put it. I do however think it seems more convenient to use it as a sort of template rather than the actual ground, and then discard it and make normal ground displacements once all the geometry of the layout is done.
If you have four giant displacements covering the entire map, place big parts of them under floors but leave sections of them open in the outdoor areas, every outdoor area will render at least a fourth of the map's total area worth of displacement, no?
I enjoy your lack of d key. It's like you're writing in some really adorable accent.
 

Nytillion

L1: Registered
Jun 29, 2012
18
15
A few minutes into development...
thebeginnings.png


Okay, so I have everything planned out for this except the first stretch. It's 3 stage CP, and the first point takes place on a beach, with a lighthouse being the cap point. The path on the left of this image is a boardwalk, which'll have interconnected buildings and storage rooms to run through and stairs down to the sand, and the raised path on the right is a payload track (to block off access to the beach).

This'll be my first serious map, so I'm pretty inexperienced at this. I'd like to know any good ways to break up the middle section a bit. It feels too open looking at it now.