WiP in WiP, post your screenshots!

suber36g

L3: Member
Jan 20, 2017
134
37
ctf_drainpump_a10000.jpg ctf_drainpump_a10001.jpg ctf_drainpump_a10002.jpg
Here are better views of the map. I am making a CTF Badland map (like Dusbowl and Upward) but with pumps and pipes and a flooded canyon.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
ctf_drainpump_a10000.jpg ctf_drainpump_a10001.jpg ctf_drainpump_a10002.jpg
Here are better views of the map. I am making a CTF Badland map (like Dusbowl and Upward) but with pumps and pipes and a flooded canyon.

Looks a bit flat in my opinion. Maybe add a few structures or something, to at least cut up the sightlines?
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
but what structures should i add?
I think this is a common mistake, when you start your first maps. Don't create a flat ground and add stuff. Design your map beforehand, so everything fits well together. By creating one big plane, the map will probably stay flat, even if you add more and more.
 

Necrσ

aa
Nov 16, 2015
198
488
Started a bit of detailing on terrace, as well as a few custom models. In particular the fence models based of the existing gothic fence models, except more modular and a bit higher, similar to how Watergate uses them. I've also started on a tunnel model to fit under the bridge thing but it still needs a lot of work. The spawns have also been redone to look nicer and make the side exits a bit faster to exit. But yeah still a long way to go
koth_terrace_a70003.jpg


koth_terrace_a70002.jpg
koth_terrace_a70001.jpg
koth_terrace_a70000.jpg

oh yeah and I got rid of the bumpmaps on the brick textures cause they looked ugly :/
 

FunkEdge

L3: Member
Jan 14, 2017
143
59
new KOTH map set at a small rocket facility in the alps. what do you think so far? no real structures finished yet and no real spawns yet.
20170225142340_1.jpg 20170225142348_1.jpg 20170225142358_1.jpg 20170225142413_1.jpg
no, do I make it a grassy look, (like viaduct summer) or snowy (like normal viaduct)?
 
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FunkEdge

L3: Member
Jan 14, 2017
143
59
working on my new KOTH map. not sure what to put between spawn and point tho..
any ideas?

2017-02-26.png
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
pen and paper made into 0 and 1
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This is what blue team will see when it moves towards cap 1.
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This is a door way connecting the lower ground with mid ground.
The high ground on the other side is for blue.
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PSTaR7w.png

This is a transition between cap 1 and cap 2.
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cap 2. The capture point is on the low ground
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controlling the mid (or high) ground is crucial to capture the point.
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red come from here.

Some feedbacks would be helpful.
 

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
Making a new layout for rodense entirely, trying to promote more constant attacking and defending of the bots instead of many smaller and seperate battles that didnt really contribute anything

39N2Qf4.jpg

Still havnet added lights for the inside areas, I should do that.
bGTjudm.jpg

and an album with some other shots