WiP in WiP, post your screenshots!

Aug 2, 2015
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sTmlfSy.jpg

doin' a thing, drew up a layout for a KOTH map and i thought it was pretty solid so i put it in hammer
fixing sightlines will be hell without sacrificing the open-ness though :oops:
also i nailed lighting and proportions on first try! :)
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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These are screens from beta 3 of my deathrun map dr_steam_works_extreme.

SPECTATOR CAMS MOTHERFUCKERRRRS!

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Yes there are HL2 textures but it's not a big deal as this is a deathrun map, not an ordinary game type.

These screens are taken from my spectator cameras. They are the result of some experimentation I did with fov.
 

Vel0city

func_fish
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Dec 6, 2014
1,947
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Already seeing some early mappers errors. It's too flat, and too open. It's nice you have Sniper balconies, but from there a Sniper can see the entire battleground including the point, which shouldn't happen. More cover is needed than just those fences in the corners.
 

Turbo Lover

Fight me under Glasgow Central Station
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Feb 15, 2011
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Bcv3qp3.jpg

those slopes double as demoknight ramps (y)

Demoknight ramps are best used when they are aimed at an objective or other point of interest, or if they allow access to an otherwise difficult to reach area.

If the bridge you've placed them against or the area behind it is easily accessible from other places, I'd argue against demo ramps.
 
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Lain

lobotomy success story
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Jan 8, 2015
724
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Demoknights ramps are best used when they are aimed at an objective or other point of interest, or if they allow access to an otherwise difficult to reach area.

If the bridge you've placed them against or the area behind it is easily accessible from other places, I'd argue against demo ramps.

The fastest way for teams to enter mid would be using the road area. And taking this path gives control of the only two entrances to the high ground (without wrapping through the other team and around to the other side). So the ramp gives demoknights a choice to either pass over the bridge and quickly engage the enemy on the lowground, or contest the high ground along with the other players.
 

Turbo Lover

Fight me under Glasgow Central Station
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Feb 15, 2011
333
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The fastest way for teams to enter mid would be using the road area. And taking this path gives control of the only two entrances to the high ground (without wrapping through the other team and around to the other side). So the ramp gives demoknights a choice to either pass over the bridge and quickly engage the enemy on the lowground, or contest the high ground along with the other players.

Cool, but it's more fun to charge onto a point and kill 4 dudes.
 

Vel0city

func_fish
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Dec 6, 2014
1,947
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You don't need to make Hydro more spooky, the fact that it's Hydro makes it spooky enough.

Still looking forward to it. And please make more building non-skybox. The amount of skybox buildings in Hydro that you can touch simply by jumping is too damn high.
 
Aug 2, 2015
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the sound of progress, my friends...
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reposting because I need to ask a question: I'm running out of ideas for the surrounding areas and i was wondering, should I just close up the center, slap on the spawns, and playtest it? I could get feedback for improving the middle and advice for what I should add
also reposting because I want some feedback, if you can gather any from a measly screenshot...
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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reposting because I need to ask a question: I'm running out of ideas for the surrounding areas and i was wondering, should I just close up the center, slap on the spawns, and playtest it? I could get feedback for improving the middle and advice for what I should add
also reposting because I want some feedback, if you can gather any from a measly screenshot...
You're going to get a lot of feedback that would be misrepresentative of the final product if you do that, so I would recommend adding what you think would be appropriate middle areas (between the middle and spawns) before you release, even if it takes you a little extra time.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
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Good luck fixing the optimization on Hydro. It breaks during decompile.
Yap. All areaportals and occluders are broken. In addition there is many micro brushes and I cant even remove those because map has only one GIANT func_detail. However hydro is smartest map I have done. It's basic structure is so clever that it doesn't need so much optimization
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Yap. All areaportals and occluders are broken. In addition there is many micro brushes and I cant even remove those because map has only one GIANT func_detail. However hydro is smartest map I have done. It's basic structure is so clever that it doesn't need so much optimization
You can toggle on "Ignore Groups" to delete objects in a func_detail without having to remove the brush entity.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
You can toggle on "Ignore Groups" to delete objects in a func_detail without having to remove the brush entity.
You just made my life 10000000000 times easier. Can you tell also how to select brush by number? Go to brush is not very useful