WiP in WiP, post your screenshots!

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Screenshot%202014-11-09%2019.27.11%20copy.PNG
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I realize you did that to obfuscate the picture, but I'm more interested in knowing how you did it.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Laser 2.0 now with 100% more tf2-ness. Not so sure the spherethingy is working, I think I might prefer to ditch it annd go full non-alien
EDIT: Actually, yeah, going to get rid of it I think. I had a good idea of what to replace it with.

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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
I'm rebuilding a course from Mario Kart. Can you tell which course it is?

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Is that Delfino Square or w/e?

edit: I also hope you're gonna release those textures (if they aren't already released somewhere)
 
Mar 23, 2013
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Is that Delfino Square or w/e?

edit: I also hope you're gonna release those textures (if they aren't already released somewhere)

Yeah it's Delfino Square.
And I mostly use the textures from bulletcrops and... well, the guy who made this one death match map, Mario_kart, allowed me to use his textures he made for that map.
Maybe im gonna make a texture for this fruit stands in the first picture. They look so empty
 
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Fantaboi

Gone and one day forgotten
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Mar 11, 2013
892
1,050
Getting some mid detailing for backwoods done, thoughts so far especially on detail density and just the general look of it?
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Not pictured: Alien tubes showing particles the color of the team capturing it, alien capture point particles.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Yeah it's Delfino Square.
And I mostly use the textures from bulletcrops and... well, the guy who made this one death match map, Mario_kart, allowed me to use his textures he made for that map.
Maybe im gonna make a texture for this fruit stands in the first picture. They look so empty

Alternatively, The bc pack should have some neat fish pile textures you can use.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Getting some mid detailing for backwoods done, thoughts so far especially on detail density and just the general look of it?

-snipp dogg-

Not pictured: Alien tubes showing particles the color of the team capturing it, alien capture point particles.

Looks okay overall, but I've got a lot of suggestions:

The team colored lanterns look kinda silly. Mids should generally be color-neutral, rather than split down the middle. Also, your wood platform could use more beams - a single wood beam on the bottom of those ramps would be really unstable.

The windows that show black on one side look kinda silly, since the room behind them is definitely well-lit. Try making one that looks like a lit room rather than black. Also think about splitting the windows into multiple parts (ie, two windows side by side rather than one large window).

Those yellow glowy pads should give off some light. Try a dim yellow light and a sprite/env_lightglow. Maybe add some green in the same way to the middle alien tanks. Also, maybe add more alien stuff to the mid in general! Pipes that lead up from the ground below up to the alien tanks could be cool.

Speaking of which, more pipes in general would be cool. It's a rainy climate, there should be some systems in place that divert water around.

Lastly, think about throwing some patch overlays on things. They look nice.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
2014-11-11_00001.jpg

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Not that much progress. but at least it has a somewhat completed skyline and 2 barriers done.

(and to note, the skyline will continue to the other side. currently there is a skybox texture in the middle which cuts some of the buildings)
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
More WiP detailing work on coalbed. Commencing spam!

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