WiP in WiP, post your screenshots!

Aldren

L1: Registered
Apr 8, 2016
2
0
I recently found out about hammer, so I decided to slap together my first KOTH map within the span of eight hours. I'm looking to getting it tested for peer review, but I am not quite sure on how to do so.
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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
I recently found out about hammer, so I decided to slap together my first KOTH map within the span of eight hours. I'm looking to getting it tested for peer review, but I am not quite sure on how to do so.
20160408101902_1.jpg
20160408101921_1.jpg
20160408101933_1.jpg
20160408101944_1.jpg

The pyro dream,just airblasing everyone off the biggest death pit ever.

Hmm,How did you make this map? I mean,did you have a design in mind? A theme? FOR ME,RIGHT NOW,It looks like 2 spaceships that are just joined by the mid point. <-<'
 

Aldren

L1: Registered
Apr 8, 2016
2
0
The pyro dream,just airblasing everyone off the biggest death pit ever.

Hmm,How did you make this map? I mean,did you have a design in mind? A theme? FOR ME,RIGHT NOW,It looks like 2 spaceships that are just joined by the mid point. <-<'
I did not have a particular design in mind. I just pictured a bridge connecting two spawn points at a center.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I did not have a particular design in mind. I just pictured a bridge connecting two spawn points at a center.
That'll be a Sniper's dream with these sight lines, and also, as said earlier, Pyros have airblast.

I recommend you look around this part of the forum, especially the pinned topics. Everything's covered in it, layout design, optimizing, submitting maps to game days/IMPs, what to do in TF2 maps(and more importantly, what NOT to do), etc. TF2 has a set of unspoken map layout rules when it comes to scale, height differences and general layouts, most of which are covered in topics on the forum I linked above.
 

Popo

L1: Registered
Jun 13, 2009
43
29
Rebuilding my koth map from the map's 'skeleton' from version a1. Theming is a shrine under construction/renovation. I'm a bit guilty of over detailing for an A2.

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Last edited:
Aug 30, 2015
359
451
Point B of Soma took longer than I expected, who would have thought that creating a capture point, the final cap no less, from scratch would take some time?
Moving to A3 will likely require scrapping half of this brushwork, which is an improvement over 100% which is what I have been doing

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Optimization and lighting are atrocious but otherwise should be ready for testing within the week

I've also been working on a TR map that I don't have any pictures of. The idea is that there are several doors with a bot standing behind each. One opens up and when you shoot the bot behind it, the next one opens up, and so on. It's pretty silly, Walkway probably has something like it stashed away somewhere in it, I mostly made it to fulfill my dream of making a sniper game I've had since fourth grade. Nonetheless, someone might find it useful
 

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
196
488

I just want to talk about a few things that make me smile. As i'm russian that's signs makes me SO DAMN CONFUSE. :D

9uOYEEI.jpg


If I gett it right, you wanted to write your company name "Idolon constriction(s)"? If it is, so it would be more right "Строительство от Идолона"

And the rest stuff.
nMIlCcH.jpg


You meen "Supply\Supplies"? Would be more right "Припасы" or better and more epic "СИСТЕМА СНАБЖЕНИЯ" - as in missile bases usually have.

GeW0iCI.jpg


"Огнетушитель"

ps: Also if you (or some other TF2maps.net members) gonna have some issues about russian language, so ask me, I'll be very glad to help. ;)
 
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CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Trying out the Mayann thing and improvised a mid

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BTW It's a Player Destruction map and that's how the point looks when enabled

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Now that I think of it the mountain in the skybox doesn't fit, and I believe it makes the map look more Incan rather than Mayan. I should change it but I like the light_environment setting
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,070
Remember ctf_underpass? That one ctf map with the doors that everyone either loves or hates? It's getting a rebuilt into something new and exciting, complete with a Mayan theme. Ignore the stuff that is still city-themed, it will be gone soon. Here's some screenshots of the new intel rooms for ctf_holcan! (holcan is the Mayan word for "warrior," as far as I can tell)
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The intel room doors also now function differently. When the intel is picked up, the doors begin to open slowly. When it is dropped, the doors stop in place. They continue when the intel is picked up again. If the intel is captured, they quickly slam shut. This is to combat the strategy of just suicideing on the flag to force the doors open.
 

Popo

L1: Registered
Jun 13, 2009
43
29
The intel room doors also now function differently. When the intel is picked up, the doors begin to open slowly. When it is dropped, the doors stop in place. They continue when the intel is picked up again. If the intel is captured, they quickly slam shut.

Dang that's a cool twist on standard CTF. I like the doors slamming idea. Would they kill people? I want angry Mayan faces with jagged gore stained teeth snapping shut.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Feels like it needs an exit for classes that can't rocket jump. Not sure how fast these actually opens or not, but as someone who plays a heavy class, they're kind of trap in here.
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,070
Would they kill people? I want angry Mayan faces with jagged gore stained teeth snapping shut.
They do kill people if they are caught in the door, just like the previous versions of underpass. I do want to get fancy Mayan doors with carvings on them at some point, but that will have to wait until I'm happy with the gameplay and find someone to model them.
Feels like it needs an exit for classes that can't rocket jump. Not sure how fast these actually opens or not, but as someone who plays a heavy class, they're kind of trap in here.
Don't worry, I play heavy quite a bit as well! In the tests of underpass the doors went fine, but they opened too fast. The idea behind the new door system is that you have to fight for the flag, rather than being able to just send a scout for it. You have to push into the room as a team to take the flag, and either hold it for a few seconds so you can take the quick way out or continue pushing through the enemy spawn.
 
Jul 6, 2015
1,425
820
There is no escape
Remember ctf_underpass? That one ctf map with the doors that everyone either loves or hates? It's getting a rebuilt into something new and exciting, complete with a Mayan theme. Ignore the stuff that is still city-themed, it will be gone soon. Here's some screenshots of the new intel rooms for ctf_holcan! (holcan is the Mayan word for "warrior," as far as I can tell)
abf86c2ad6.jpg
868daa6f63.jpg

e6c6e2f7c1.jpg


The intel room doors also now function differently. When the intel is picked up, the doors begin to open slowly. When it is dropped, the doors stop in place. They continue when the intel is picked up again. If the intel is captured, they quickly slam shut. This is to combat the strategy of just suicideing on the flag to force the doors open.
I can see this map as a 2fort stalemate with the only non-spawn room exit blocked off for several seconds while the door opens...
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
You guys do not know how many maps I have scrapped because of this stupid mayann update...
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
You guys do not know how many maps I have scrapped because of this stupid mayann update...
It's not an update until Valve decides it will be.
Usless advice: try to plan your map to know how it looks without spending time in Hammer.
Me, I myself have poor patience so for me it's bestt to plan while not accessed to Hammer, but it doesn't apply to you if you have good patience.