WiP in WiP, post your screenshots!

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
I wonder when will you guys done judging? Cause I've made some stupid mistake and just can't stand leaving it there (also some updates too)
Spawn rooms from my 72hr ctf map

fIbWYnZ.jpg


And a koth map I'm working on before, still no lighting though

u6Y29Z2.jpg
 

FunkEdge

L3: Member
Jan 14, 2017
143
59
anyone having problems with props not spawning when compiling the map? seems to be happening only on my displacements .
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
I see. so I need to try and make the mine fun to play in.
although mines are normally cramped and dark, I need to make that fun.
perhaps to make it fit the them and not be out of place, you could add a TNT system were at every cap TNT goes off and opens up bigger sections or makes the mine wider!
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
prop_detail does not work in tf2, your best bet is with prop_dynamic if prop static doesnt work.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
What's interesting, nothing actually stops VBSP from compiling non-$staticprop models as static props just fine - it's an artifical limitation.
EDIT: We, however, can consider the limitation useful - we can place playermodels around the map without bothering about them showing up ingame at all.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
decided to do a complete remake of the intel room in Trash Water

this is the new room
20170217232359_1.jpg


and this is the old room
20170215104534_1.jpg
 

Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031
Small environment test with pipeline aesthetics.
20170218154040_1.jpg


20170218154058_1.jpg

Obviously the details aren't really there. I just wanted to get the feeling.
I think I like it but there's no way to check if the lightings are ok without compiling the whole thing. How dumb.
Now I understand why there aren't many night maps. Aside from halloween of course
 

Benoist3012

L3: Member
Dec 25, 2015
148
207
I shared it over Facepunch but I might as well share it here:

Since it's WIP thread, I actually want some advice like on tank's movements, also on the turret yaw speed (maybe it's too fast).
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
I felt like doing that WoW thorn forest thing in hammer. It looks pretty neato imo but it kills hammer very quickly.
cp_bloodthorn0006.jpg
 

Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031
I shared it over Facepunch but I might as well share it here:

Since it's WIP thread, I actually want some advice like on tank's movements, also on the turret yaw speed (maybe it's too fast).
I dont think its too fast.
How about increasing the damage and increasing the reload time to make it feel more like tank.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
still liked the old intel room so i made it a shooting range (spray not included, but it dose fit nicely)
20170218094514_1.jpg
 

Muddy

Muddy
aa
Sep 5, 2014
2,575
4,592
still liked the old intel room so i made it a shooting range (spray not included, but it dose fit nicely)
20170218094514_1.jpg
You should have blue-coloured cutouts in the red base and vice versa
 

FunkEdge

L3: Member
Jan 14, 2017
143
59
here are a few screenshots of BLU base on my new map. PL_Under.
some dev textures still exist but I got most of them. what do you all think?

20170218193646_1.jpg 20170218193658_1.jpg 20170218193713_1.jpg 20170218193747_1.jpg