WiP in WiP, post your screenshots!

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Not how I wanted it to look right off, but now I have pipeline and a better idea of how things work.
treeeees.png
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Here announcing a new map in the essence of koth_frozenfountain, but actually functional...

koth_hangar

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GHIlcc0.jpg


zX8WZUJ.jpg


BZ8seyu.jpg


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(it's an airport, if it's not obvious)

Scorpio Uprising has this AWESOME architecture style with his KOTH map, Airfield, that you might think about using. Found here: http://forums.tf2maps.net/showthread.php?t=22082

Zorbos (MVM_Oilrig) and I (MVM_Underground) have been using the same style to work on MVM_Area52.

area52_4.jpg


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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
You have a leak.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Have an album:
http://imgur.com/a/dGZhD#0
I'm thinking on closing all the icy tunnel, due that i think that its shiet.
But I will see how it works on imp/gameday.
Some sightlines sucks, like from just BLU exit to RED cap 1.
BLU spawn have 2 much lights.
Some rooms don't even have lighting.
Have fun with decals

Also, water is invisible, i don't know why :|

Something's leaking in your map. Compile the map, then look at the compile log. In the VBSP stage it will say you'll have a leak. In hammer, open the point file to let Hammer point towards the leak.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
There needs to be more maps that use that theme, DrLambda. I will definitely be using it for the last of the map above.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Looks neato, but it could do with a bit more colour.

I disagree. What I think it needs is some trim around the top and bottom of the walls. Skirting boards or something structural to make the join at the top that is just straight concrete to metal look a bit more natual.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
I disagree. What I think it needs is some trim around the top and bottom of the walls. Skirting boards or something structural to make the join at the top that is just straight concrete to metal look a bit more natual.

I agree, i just looked it up in powerhouse and there is a trim there as well.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
I still have a bit to do for my 72 hour entry, just a few hours left for me. Roughly less than 9 as I post this.

Random screenshot(s)

8RvXfIC.jpg


Here's a few more

xcBcenj.jpg


DSUlT4Q.jpg


6hkTe7o.jpg


EDIT: 420 Thanks aww shit
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
everyones most hated mode, once again made by their least favorite mapper

i'm so bored so i just keep making mids and seconds

i will probably never release a map >.>

cp_tekishutsushujutsu (not really, name pending). A map based on the idea of Dual frontiers, two battles at once.

Well, see, THERE is your problem. 3 different maps in the last 6 pages of this thread.

You're not focusing on any one map. It doesn't look like you're even bothering getting past alpha 1 with any of them.

Each one of the WIP maps you've shown look like they could be promising, with interesting unique layouts. You could potentially have something good with tweaking, testing, and eventually detailing. Yet you've abandoned each and moved on.

Forget the goal of "finish a map." That's a vague, garbage goal anyway. Nobody ever "finishes" a map. There's always some little polish you can do, it never ends.

You are underestimating your capabilities. Making a map is time consuming but enjoyable work. You have this entire website devoted to helping make maps and you're not taking advantage of it.

Your new goal should be "get a map to late alpha, get it tested and RETESTED, and then start detailing by September." Stop feeling sorry for yourself that you're not "finishing" a map and get one actually in progress. Doesn't matter which one. Just stop giving up.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Saying your working on seven at once only proves my point.

Iterating is more important than being perfect first time out. You say the maps are missing large areas. So steal the bits that are finished from two or three maps, combine into one, and get it tested. Iterate. Iterate again.

Working on a bunch of maps and never releasing them... it's like you want what you said to be a self fulfilling prophecy.

One good map -- hell, one mediocre map -- is worth a dozen never released ones.