WiP in WiP, post your screenshots!

Izotope

Sourcerer
aa
May 13, 2013
698
764
had the idea for a frontline MVM map, a big thing i want to work on is the atmosphere, i want to give the feeling of a last stand.
i got so exited to work on it, i made a small section just now
LITERALLY my map name and idea, minus the Frontline Experience™
Does this mean I have to change now?
 

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
I feel like a good majority of us thought of making a frontline warzone when we saw the mvm contest
 

Hydrogen

MvM Maniac
Apr 5, 2017
84
181
I don't think anyone here needs to change anything... make what you want for the contest.

You might even do it better than the other maps. If you don't like what you're making you're only wasting your time.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I am doing an Egypt-themed map, but @UKCS-Alias has already made an Egypt-themed MvM map, and yet I'm still doing an Egypt-themed MvM map...
Valve made a halloween themed MvM map. and my first MvM map was halloween aswel.

Its perfectly fine to have multiple maps with the same sort of looks. You dont hear me complain about decoy and coaltown (common desert), or downtown and mannhattan (city), or oilrig and mannworks (facility), yucatan and tropics (mayan), normandy and overlord (invasion).

Similar themes just confirms that people like a theme so much they are willing to make a map in such theme. It doesnt even matter if the quality of the map is excelent (although we prefer that :p). Dedication to your work is what can drive you to finish the work. People like variety. If that occasionaly means a lesser quality map, its fine. As long as your map makes players happy that they play it, you have succeeded at mapping (at which point the drive can be to improve and make an even more awesome map).
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
On the other hand, don't be afraid to do something different just because nobody's done it before.
Experimentation is the gateway drug to creativity.
 
Nov 13, 2015
138
512
started doodling on a mvm map, bright lines are possible bot lanes
location: lunar outpost 1
setting: space

A570AFB310F366F730C593071F6A168027349CDA
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
I am working on a mvm map on a huge cargo truck, rather like a certain ctf map on moving trucks (don't know name). Carriers are prop dynamics and will eventually move along the canyon floor, retreating in between waves.
mvm_a10003.jpg
mvm_a10004.jpg

also don't question the dev texture ground pls
 

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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Haven't posted anything here in while, but now that the skybox is in, Luftangriff is looking much more vast.

20170423015813_1.jpg 20170423015856_1.jpg 20170423020207_1.jpg

There are a few things in these pictures that I've already fixed, such as some floating trees and gaps
 
S

saph

Need to tone down the props a little. Everything should be a little more condensed and tightened up for the dropdown area of Channel. The lighting is temporary and a lot of this will probably be changed around before release.
2Gnmg5t.jpg

CSQ72qn.jpg
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
IMG

Route planning using layered screenshots.

Edit: New version!
I think that black path has a quite large detour compared to the other paths. Even if its not a main path, i think giving the bots an advantage at the spawning position (startin up higher - just like they have 2 of these in decoy) could be a good addition. I do like the height variation and the map itself seems quite logical from the overview.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I think that black path has a quite large detour compared to the other paths. Even if its not a main path, i think giving the bots an advantage at the spawning position (startin up higher - just like they have 2 of these in decoy) could be a good addition. I do like the height variation and the map itself seems quite logical from the overview.

I didn't consider it because i've been thinking of making designated routes for each wave (so no random paths for any given wave in a mission), which would make balancing the different routes against each other obsolete.

But now that you mentioned it, i'm convinced that an extra exit as shown below would make a lot of sense. Will add!
YQXRuRm.png