WiP in WiP, post your screenshots!

Egan

aa
Feb 14, 2010
1,375
1,721
wip red spawn on pass_cuisine:

mQSUTVR.jpg


red is 'Red Ribeye' and blue is 'Blue Bass'. haven't started blue yet, but it's next. Still don't quite know what all the outside-of-spawn area will be. I was thinking kitchen, and I just remembered there is a sink prop in 2fort.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
i know that restaurants are meant to be atmospheric and that, but i think thats a bit too dark. Maybe its just the spot you are standing though?
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
But you are standing at the exit, so surely you would want there to be bright to attract people to it
 
Sep 7, 2012
638
500
wip red spawn on pass_cuisine:

mQSUTVR.jpg


red is 'Red Ribeye' and blue is 'Blue Bass'. haven't started blue yet, but it's next. Still don't quite know what all the outside-of-spawn area will be. I was thinking kitchen, and I just remembered there is a sink prop in 2fort.


I can't help thinking that a few more wallpaper textures would be a great addition to the current library of non-industrial assets in the game. While your scene does look quite nice, my familiarity with the wall textures puts me off because of how memorable they are.
 

Egan

aa
Feb 14, 2010
1,375
1,721
But you are standing at the exit, so surely you would want there to be bright to attract people to it

VMut6bR.jpg


I can't help thinking that a few more wallpaper textures would be a great addition to the current library of non-industrial assets in the game. While your scene does look quite nice, my familiarity with the wall textures puts me off because of how memorable they are.

I can experiment with using the $color vmt params; I think it looks okay at the moment, but I'll keep it in mind.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
oh yeah, it was just the angle you were from. From there the room looks great i'd say.
 
Aug 30, 2015
359
451
Koth_Fourth is a bit of a mouthful but Koth_Horizon seems a bit over dramatic. Oh well, I'll sleep on it.
Bot tests bore ill tidings for this map's state. I'm getting the feeling it is too narrow and constricting but we won't know until we test it will we. As long as I'm worrying about things it's probably too small as well
I tried to round off every corner but the Interlopers Compile Log courteously informed me if I continued to do that the game would hard crash on load so that's cool.

Pre A1 Mid Arial.jpg Pre A1 Mid Low.jpg Pre A1 Overview.jpg Pre A1 Red Yard.jpg
Am I expecting too much from a map I spent eleven days on? I don't know, I guess I'm afraid the map will be unredeemable and it takes me two months to see that. Fuck! It's Friday night! Happy times! Look! Here's a thing wot I did, yay!
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Koth_Fourth is a bit of a mouthful but Koth_Horizon seems a bit over dramatic. Oh well, I'll sleep on it.
Bot tests bore ill tidings for this map's state. I'm getting the feeling it is too narrow and constricting but we won't know until we test it will we. As long as I'm worrying about things it's probably too small as well
I tried to round off every corner but the Interlopers Compile Log courteously informed me if I continued to do that the game would hard crash on load so that's cool.

Pre A1 Mid Arial.jpg Pre A1 Mid Low.jpg Pre A1 Overview.jpg Pre A1 Red Yard.jpg
Am I expecting too much from a map I spent eleven days on? I don't know, I guess I'm afraid the map will be unredeemable and it takes me two months to see that. Fuck! It's Friday night! Happy times! Look! Here's a thing wot I did, yay!

Is that an ultiduo map? If not convert it, it could totally work!
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
The skybox for MvM giza
20160625191750_1.jpg


And how it looks in the map
20160625191815_1.jpg

Definitely nice to see themes utilizing other color palettes through lighting, sorta how Sawmill and Thunder Mountain are both still Alpine themed but look so different from Lumberyard. It's refreshing!
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Definitely nice to see themes utilizing other color palettes through lighting, sorta how Sawmill and Thunder Mountain are both still Alpine themed but look so different from Lumberyard. It's refreshing!

If there's anything I've learned about detailing in my two years here: lighting sells the level.

@UKCS-Alias, all that lighting tweaking you've done sure is paying off. You're making me want to do a sunset map.

wip red spawn on pass_cuisine:

mQSUTVR.jpg


red is 'Red Ribeye' and blue is 'Blue Bass'. haven't started blue yet, but it's next. Still don't quite know what all the outside-of-spawn area will be. I was thinking kitchen, and I just remembered there is a sink prop in 2fort.

Funnily enough, I was going to do a dueling restaurants theme for last year's Summer 72-Hour Contest. "RED-Staurant" vs "BLU Portside Diner..." you've certainly chosen cleverer names.
 
Last edited:

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
If there's anything I've learned about detailing in my two years here: lighting sells the level.

@UKCS-Alias, all that lighting tweaking you've done sure is paying off. You're making me want to do a sunset map.
The light setting is somewhat done, the diffirences you mostly notice are the colors for fog. Depending on the direction you look the fog changes color. 1 color is facing the sun and is matching the skybox color in such way you can still see the pyramid shapes well. The other color is for facing away and again was ment to blend in with the background, that color is atm still not the way i want it to be (although its not ugly at least). but again, it uses a color from the skybox and more specificly its clouds. the pyramid in the map itself blends well with it, but the distant sand does not.