WiP in WiP, post your screenshots!

Aug 2, 2015
148
340
WIP KOTH map that is themed on the top of a building under construction. Probably the name will be koth_buildup (yeah! Puns!). Hopefully I'll reach A1 with this.
looks waaaaay too closed in for demos and soldiers
 

Tumby

aa
May 12, 2013
1,084
1,192
I said I'm not gonna post screenshots of arena_graveyard until it's pretty much done.
The time has come. (But feedback is still appreciated.)
This is a normal LDR compile.
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2015-10-11_00026.jpg
 

tyler

aa
Sep 11, 2013
5,102
4,621
I said I'm not gonna post screenshots of arena_graveyard until it's pretty much done.
The time has come. (But feedback is still appreciated.)
This is a normal LDR compile.
2015-10-11_00007.jpg
2015-10-11_00008.jpg
2015-10-11_00009.jpg
2015-10-11_00012.jpg
2015-10-11_00015.jpg
2015-10-11_00016.jpg
2015-10-11_00020.jpg
2015-10-11_00010.jpg
2015-10-11_00026.jpg
The couches by the point look weird. It's a good reskin but you should have changed the buildings more. It doesn't seem like a graveyard, just dark lumberyard.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
A bit late yet :( but I finally had an idea for a halloween reskin, and I'm kind of breaking the formula.

w9pjbpX.jpg


I wanted to do something more than just spooky houses and pumpkins, so I'm making a scary sci-fi version of Dustbowl. (Most of the spookiness is gonna be in the lighting) And I have no idea what to call it... anyone have any ideas?
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
A bit late yet :( but I finally had an idea for a halloween reskin, and I'm kind of breaking the formula.

w9pjbpX.jpg


I wanted to do something more than just spooky houses and pumpkins, so I'm making a scary sci-fi version of Dustbowl. (Most of the spookiness is gonna be in the lighting) And I have no idea what to call it... anyone have any ideas?

I was thinking about doing something like this for Rottenburg or Degroot Keep for shits and giggles a few months back. Never did it for some reason.

But for an idea, try adding some models from 2fort_invasion or one of the other Invasion maps. The MvA Contest models are also avalible if you look hard enough.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Stuff.
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Tried to do a original respawn room
Originally, the stair was way too short. But I had problems with the last control point, I extended it

I haven't been in the mapping game as long as you have, but the placement of those resupply cabinets seems like a bad idea. Maybe raise up the platform, and have the cabinets face the other way on the level above?
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
I'm not sure if I'm ever going to finish cp_hell for this year's Halloween (or if I'm ever going to finish it), so I might as well post some sweet screens:
npnqS7h.jpg

oMa8CpX.jpg

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(Submerged route is modified a bit)
QPYmEDv.jpg

Tpy6OVu.jpg

Blam
wYjkEZP.jpg

BTW this Halloween's real scare comes from editing cp_well's geometry.
I mean jesus what a nightmare.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Take a look at dustbowl's geometry sometime. Its a nightmare at 2nd cap, 3rd rotation.

Also nice work, you really changed the look of cp_well and it looks great as a Halloween map.
 
D

Digaag Wa Riz

d6d3095f39.jpg

Yes, that is a taunting, giant, robot heavy. I've changed the win condition from cap six points to cap ALL the points. Because of this the robot walks around the map potentially forever if the match gets stalematey.

For those who don't know what I'm talking about, this is pre-alpha footage of my dynamic cp contest entry. None of the points can be capped conventionally. Instead they are capped by the scary-looking (but actually friendly--and indestructible) robot. It caps for the team who currently controls the robot, which is actually captured like a conventional control point. It doesn't move while a capture is in progress or when taunting. If it DOES taunt...cap it back quick.
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Yes, that is a taunting, giant, robot heavy. I've changed the win condition from cap six points to cap ALL the points. Because of this the robot walks around the map potentially forever if the match gets stalematey.

For those who don't know what I'm talking about, this is pre-alpha footage of my dynamic cp contest entry. None of the points can be capped conventionally. Instead they are capped by the scary-looking (but actually friendly--and indestructible) robot. It caps for the team who currently controls the robot, which is actually captured like a conventional control point. It doesn't move while a capture is in progress or when taunting. If it DOES taunt...cap it back quick.

Interesting... sounds very promising.

The first I read it I was like "huh,robot capturing points... it'll move reeeealy slowly". But yeah,you can change speed and blablabla.

Will the robot capture the points like a normal player,or i'll actually be an insta-capture? Any ways to stop them capturing those points,or at least delay him? (make it take another route,or deactivate him dealing X damage).

And final question (thank god.) Do you plan to use a single CP to "control" the robot,or maybe stand near him,or something?

Silly questions,silly me... xd
 

tyler

aa
Sep 11, 2013
5,102
4,621
here's shots of the first complete compile of cp_theory_a15. all the lighting is temporary garbage and i'm already going to start redoing some areas again. mostly shots of B, but also shows some new changes to C

red gets a shortcut to B now too

gsXgv4g.jpg

j11nsFe.jpg

vuMX3rC.jpg

3TEWiVG.jpg

ioFKQGi.jpg

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D

Digaag Wa Riz

Interesting... sounds very promising.

The first I read it I was like "huh,robot capturing points... it'll move reeeealy slowly". But yeah,you can change speed and blablabla.

Will the robot capture the points like a normal player,or i'll actually be an insta-capture? Any ways to stop them capturing those points,or at least delay him? (make it take another route,or deactivate him dealing X damage).

And final question (thank god.) Do you plan to use a single CP to "control" the robot,or maybe stand near him,or something?

Silly questions,silly me... xd

I bet people will be asking these questions in chat during a playtest as well but I'll answer yours in order. Yes, it instantly captures upon crossing a control point. The only way to stop the robot from moving is to try to capture it (it will remain still as long as opposing players are within the capture area). It will not move again until there is no capture in progress. There is a single legitimate control point in the map (all the others are just props disguised as control points) which controls what team owns the robot and is captured by standing near it.
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
I bet people will be asking these questions in chat during a playtest as well but I'll answer yours in order. Yes, it instantly captures upon crossing a control point. The only way to stop the robot from moving is to try to capture it (it will remain still as long as opposing players are within the capture area). It will not move again until there is no capture in progress. There is a single legitimate control point in the map (all the others are just props disguised as control points) which controls what team owns the robot and is captured by standing near it.

Definetly,that sounds promising... I still think maybe some fences or something to slow it down and/or make the robot take a long route might be a good idea.

Anyways,sounds really fun. Can't wait to test it 24/7.