WiP in WiP, post your screenshots!

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Anyone who likes really long payload maps?

E4u1fYS.jpg


Full album here

I'm going to have to find a way to make the map feel a bit more open here and there... then I'll be ready for some alpha playtesting.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Sneaking a CS:GO map into your daily stream of TF2:
dxMij6R.jpg

KFdusJ7.jpg

2SgWffk.jpg


Also accidently listed it as demolition instead of defusal on the workshop. Just goes to show how much CS:GO I've played.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Just finished plr_promontory (my first plr map, and third map overall):

2015_02_22_00010.jpg


2015_02_22_00013.jpg


2015_02_22_00018.jpg


Submitted to an imp near you!
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Game WIP Stuff

Really late on replying here but I just wanted to tell you this:

This is a FPS where you teleport around, as I can tell via the way the dude has his hands held out.

Gonna be totally honest here, not meant to hurt any feelings:
Depending on how you apply this, this could either be REALLY REALLY good
or REALLY REALLY bad.

It would probably work best in singleplayer, and not multiplayer, because I really can't see this as a multiplayer game.

It just seems like teleporting beside someone and shooting them would not work out too well.
However, I do have high hopes for the idea, and I urge you to do whatever it takes to make sure it works. :)
 
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Sheltr

L3: Member
Feb 24, 2011
107
73
Really late on replying here but I just wanted to tell you this:

This is a FPS where you teleport around, as I can tell via the way the dude has his hands held out.

Gonna be totally honest here, not meant to hurt any feelings:
Depending on how you apply this, this could either be REALLY REALLY good
or REALLY REALLY bad.

It would probably work best in singleplayer, and not multiplayer, because I really can't see this as a multiplayer game.

It just seems like teleporting beside someone and shooting them would not work out too well.
However, I do have high hopes for the idea, and I urge you to do whatever it takes to make sure it works. :)

By the looks of it, it seems to be more of a racing game using teleportation then a shooter, but I could be wrong, it seems like the fire are checkpoints?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Anyone who likes really long payload maps?

E4u1fYS.jpg


Full album here

I'm going to have to find a way to make the map feel a bit more open here and there... then I'll be ready for some alpha playtesting.

Damn dude, I hope it's as good as it looks nice.

IMO city could be fixed by adding more cover spots, a better & more open start area, and this one could be like city reboot, lol.

The spawn gates look too closed off though, look at any good pl map's starting part- its always open. Also I don't think a cliff needs to be there.

All the official maps are at least a bit more open.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
To note, it might be usefull taking a look on how they solve that in rottenburg.

https://wiki.teamfortress.com/wiki/File:Rottenburg.png

See the left side, that tiny window. It has a single stone line below and on top of it. Your window might be too large for the top and bottom. But at least it could inspire you on widing it. Many times in rottenburg its done by an arc on top which is much better at supporting and for that reason makes more sense. The bottom in this case could just be a flat but thicker type of stones that are still horizontal.

I also dont like the pink color on it. The right side one looks fine to me (it fits well with wood) but on the left the pink just looks weird.
 

Gadget

aa
Mar 10, 2008
531
527
The windows with stone all around on the first screen are strange. You should replace the horizontal stones by wood beams.

Thanks for the feedback. Are you talking about the square areas on the pink tower with the dev textures? These are actually not windows but placeholders that will be filled with a custom clock prop. If it's not going to look fine with the prop that I have in mind I'll change it.


To note, it might be usefull taking a look on how they solve that in rottenburg.

https://wiki.teamfortress.com/wiki/File:Rottenburg.png

See the left side, that tiny window. It has a single stone line below and on top of it. Your window might be too large for the top and bottom. But at least it could inspire you on widing it. Many times in rottenburg its done by an arc on top which is much better at supporting and for that reason makes more sense. The bottom in this case could just be a flat but thicker type of stones that are still horizontal.

I also dont like the pink color on it. The right side one looks fine to me (it fits well with wood) but on the left the pink just looks weird.

As for the pink color, I agree. Currently there's only white, yellow, red, blue and green in game so I'm probably going to add a recolored version of the texture.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Damn dude, I hope it's as good as it looks nice.

IMO city could be fixed by adding more cover spots, a better & more open start area, and this one could be like city reboot, lol.

The spawn gates look too closed off though, look at any good pl map's starting part- its always open. Also I don't think a cliff needs to be there.

All the official maps are at least a bit more open.

Thanks man, map's actually almost ready for a playtest (keep an eye on my Steam Group ;) )

Also about City: I'm still not done with the project, it's just on hold. I feel like it has plenty of potential, so when I get a boost of inspiration, I'll get back to it again!

I agree on the cliff there, might remove it in alpha2 if the other playtesters agree.

I also agree that the map should be a bit more open. I ain't too sure how to do that though... any tips are welcome!

OT: new pic:

rsGfLbX.jpg
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Thanks man, map's actually almost ready for a playtest (keep an eye on my Steam Group ;) )

Also about City: I'm still not done with the project, it's just on hold. I feel like it has plenty of potential, so when I get a boost of inspiration, I'll get back to it again!

I agree on the cliff there, might remove it in alpha2 if the other playtesters agree.

I also agree that the map should be a bit more open. I ain't too sure how to do that though... any tips are welcome!

OT: new pic:

rsGfLbX.jpg

Opening it up is simple- if you look at where the cliff is, just make it playable space. Make it lowground there or something if you want it to be less useful as an attack point, or make it a large building, but be careful with where the exit points are. Gameplay changes will have to be made there.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Opening it up is simple- if you look at where the cliff is, just make it playable space. Make it lowground there or something if you want it to be less useful as an attack point, or make it a large building, but be careful with where the exit points are. Gameplay changes will have to be made there.

Right, that helps. Cheers!
 

xzzy

aa
Jan 30, 2010
815
531
It doesn't have to actually be playable.. a fence with detailing behind it can make a space feel more open without actually increasing the playable space. Or you can go the Upward route and make death cliffs all over the place.

Chain link fences and displacements are your friend.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
It doesn't have to actually be playable.. a fence with detailing behind it can make a space feel more open without actually increasing the playable space. Or you can go the Upward route and make death cliffs all over the place.

Chain link fences and displacements are your friend.

Chain link fences are life

Bit sloppy for now but anyway:

c40f0c6b6e.jpg
 

ProselyteCanti

L2: Junior Member
Mar 27, 2014
91
10
1iUIzzS.jpg

koth map I'm working on as a memorial for the cp map that I accidently deleted