WiP in WiP, post your screenshots!

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
C98488F49D0F45C748E02434648F27C6D80FA30D


Gasp. A new decamillenium
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
This is nothing; there's a forum I frequent with over 6000 pages in a main thread.
 
Sep 19, 2010
475
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This WiP thread was really interesting when I first joined. Can't remember how many pages there were at the time, but I made sure to start from the beginning and go through every single one. Not sure I'd do the same if I were to join today. :p
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
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cqf8MZt.png


Time to call the CSS guy.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
That's kinda intense. At least to me. I suck at displacements.

You're not the only one, look at that mismatch right next to the blue axis! Step up your game wareya!

ninja edit: it looks like all the cliff sections are different heights too :S
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Not just that, but he also used a few displacements to cover the areas where it doesnt go well. Didnt you have a guide before explaining how to make displacements actualy sew well? It might be harder to do it on that area, but its not impossible.

Too bad i never realy made such creations as i find them interesting to make, but the maps i made simply didnt need them.
 

xzzy

aa
Jan 30, 2010
815
531
I'd recommend decompiling upward and studying how they made their cliff walkway. It's nothing crazy, just a good example of how preparation makes a job easier.
 

ThrowingPie

L1: Registered
Apr 6, 2014
28
30
A idea I had floating around in my head that I hope to turn into a map.
(It still needs "some" work)

2014-04-26_00005_zps49d14335.jpg


The Spawn room
2014-04-26_00008_zps970430af.jpg


The intel stand
2014-04-26_00006_zpse9350166.jpg


Entering the main hallway
2014-04-26_00002_zps7d07fa61.jpg


A small detail room
2014-04-26_00004_zps9b8a5f6b.jpg


Outside one of the spawn exits
2014-04-26_00003_zps6fdfa298.jpg
 

seth

aa
May 31, 2013
1,019
851
AustralianHH, I really like the simplicity of your visuals. They add to the map in a nice way without being distracting. However, judging by your screenshots the map looks a bit linear and closed-in. I think the more mobile classes aren't going to have quite so much fun on the map if everything has a shallow roof with little openness.
 
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xzzy

aa
Jan 30, 2010
815
531
Experiment with raising the ceiling ~100 units and putting cross beams where the ceiling is now. Guarantee you'll like the gloomy effect it creates, and it'll keep everything from looking like a rectangle.
 

ThrowingPie

L1: Registered
Apr 6, 2014
28
30
Thanks, I built this off a brain storm I had and only after building it did I realize that it greatly limited the effectiveness of certain classes