WiP in WiP, post your screenshots!

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
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ACrHf0G.jpg
 
T

The Asylum

I'd suggest putting up a wall or fence props or something of the like on the open side of the point, just to box it in a little. It looks good,but yeah, it's way too open.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
brazil.jpg


Almost finished the indoor RED part, still need to do the BLU part, it's a fast vvis with a bad lighting so it's not yet that much beautiful.
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
I'm not a fan of that white arrow on top of the larger wooden board in the first two pics.

The arrow seems too white and clean for it or something. Or maybe the board itself is too large...

The rest looks pretty killer. I might utilize the wooden-boards around the dripping painted concrete texture lower wall look sometime. (Bottom of picture three)
 

xzzy

aa
Jan 30, 2010
815
531
I for one would add a touch of yellow to your lamps to warm things up a bit.

The white lights you got going feel like they belong in a spytech theme.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I feel like on a 666 wave engineers will be REALLY difficult, because in normal games you at least have the option of just turtling up and taking the waves until the end in response to an engineer: it's all part of the normal process of being slowly pushed back. However, in 666 waves you can't be pushed back: you have to counter-push and regain ground between sub-waves, and engineers would make that really hard with sentries and teleporters.

They might work as a wave of their own (like five engineers (no sentries) and a couple of dozen easy bots) but I doubt they'd be a good support.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
To clarify a bit about that wave. There is only 1 engy being spawned which walks in and only builds a sentry gun. They arent going to be a massive issue. The spawn rate is 1 every 90 seconds.

I know engies with teleporters would become a major issue hence i didnt put them in.

The wave is devided into 11 subwaves where about 2 waves are a bit more calm and allow the team to regain their whole defense (note, there is still a constant stream of enemies - unlike wave 666 where between subwaves it gets more calm in this case its far less noticed). 11 might sound as alot but we were able to get to wave 8 in about 20 minutes (during that test everyone had to leave due to some other event though).
The reason these waves are short is simply because the map is shorter than decoy. Adding many enemies similar to coaltown would overdo it.

And as a final note, valve still hasnt fixed some of the class icons to become fully seperated which made some look as just a single type (burst fire soldiers + rapid fire soldiers).

The difficulty was somewhat equal to bigrock advanced #1.

Its an early state of testing that wave and when we at least finished it once ill probably make a seperate topic of the map.

As a side note, someone else (snowbat - for some better known as boo.j2) was also going to work on the same map but going to build it in a diffirent style (non halloween). The status on that one i dont know though. He however used the same alpha blueprint which was designed by both of us.