WiP in WiP, post your screenshots!

S

saph

Let's see if I actually finish this alpha and release it. Did displacements after the WIP shots I dropped in chat last night. Still didn't add roofs or do the back of A, but I really like the look of things so far.
qPuuFVg.jpg

JRkmDOv.jpg
 
S

saph

I decided on 2CP. Super excited to wrap this A1 up. Just gotta do RED spawn, lighting, and some touchup things. Yes, those pipes and the roofs will be clipped off. Sorry soldiers.
Enjoy looking at the pillars. Ive called them the thick boys.
64VJa7x.jpg
 

Soilbleed

L2: Junior Member
May 7, 2015
62
246
Came back to a map i started a few years ago. Realised that the entire thing was built on a grid size of 1... so that was fun.

Mqzm4Zp.jpg

8RPOFa1.jpg

MGTW1VK.jpg

kR1CrEC.jpg
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
You've got a pretty interesting layout, shape, and setting. Something you should focus on soon is lighting- those walls and doorways and floors could look really amazing if they were lit well, but currently everything's a bit depressing and flat. I'd really like to see some colors pop, maybe some reflective spytech tile, big lit up maps, etc!
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
So I've been working on blending the cliffs of Vigil into the clouds below, and they're looking much better now:
20171127155348_1.jpg 20171127155334_1.jpg 20171127155423_1.jpg 20171127155459_1.jpg
I still need to fix up the bottom of the B structure hanging off the cliff, but it's getting there.
Still need to work on the soundscapes, 3D skybox and more details around last, but RC1 is getting close...
Also I have done some more work on the 9 ducks in the map: each one of the ducks will be in one of three positions, randomized at the start of each round.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
@theatreTECHIE
Is the mix of rock and cloud a texture?
It's a modified rock prop, which fades to a grey colour at the bottom, a displacement using a texture that starts transparent at the top, changes to a grey colour mid way, then back to transparent at the bottom, two layers of the transparent scrolling cloud textures, then the bottom layer of a scrolling could texture that isn't transparent.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
So I've been working on blending the cliffs of Vigil into the clouds below, and they're looking much better now:
20171127155348_1.jpg 20171127155334_1.jpg 20171127155423_1.jpg 20171127155459_1.jpg
I still need to fix up the bottom of the B structure hanging off the cliff, but it's getting there.
Still need to work on the soundscapes, 3D skybox and more details around last, but RC1 is getting close...
Also I have done some more work on the 9 ducks in the map: each one of the ducks will be in one of three positions, randomized at the start of each round.
Wow, that effect came out pretty darn neat. Good job!
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
P

Prosciutto

7ghxFoY.jpg


i decided to discontue the payload map i was making and make a completely new map with a theme and gamemode that i have never done before, the theme will be mining/desert with a little bit of construction in it. very similair to goldrush and hoodoo, try to guess what gamemode it is
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I was making a fix some brushwork on Rompramp (the map I adopted from @Muddy), and made a discovery:

upload_2017-11-27_19-44-23.png


Here's the fix, it was surprisingly difficult, and had been bugging me for a while:

upload_2017-11-27_19-45-37.png
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
oh I forgot about that

I was having this issue where the announcer wasn't saying "control point is now enabled" and I couldn't work out how to fix it and it made me really annoyed.

Turns out that copying the map into a new VMF fixes the issue

EDIT: I just noticed that that entity's name is written in bold, meaning I must've made multiple entities called 'fuck_koth_logic', and I've completely forgotten why I did that
 
Last edited:

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
oh I forgot about that

Now I want to have stupid names in all my hidden ent's (gamerules, relays, ambients) so if I abandon map they'll have one hecc of a time laughing
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Now I want to have stupid names in all my hidden ent's (gamerules, relays, ambients) so if I abandon map they'll have one hecc of a time laughing
You could utilize one server plugin in TF2
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
koth_buttery_a10001.jpg

koth_buttery_a10002.jpg
Would you not agree?
My map is rather...
koth_Buttery.

edit: a better poem:

Look at my map,
And you will see,
That it is truly
Koth_buttery!​
 
Last edited:

OracleForms11g

L1: Registered
Dec 1, 2017
14
16
I got this thing I'm working on right now...

It's a classic payload map, but whit a twist!
539D7C6A62F232338557459AFD45C5D5C6B4CCC5

CE76F75C7EC6585236769A2F46CE4088879209AA
055274CB4AB797F64FC1ACC40441B35019A00508

A179C29EDAD13C45D7DD01456CA4F7338D55BE4F
2AD815F4177E7873DF585428F5A655C8B95D1C51
1D5B9929B3101D7A632AAC77F2EFF21366B16694
5D7C114BDB465358CF76727F5D092D608C0E042C
80FAA114CC122E8B9FA1229EE4412F400FBDD202

1CD3902C07AA300A2BB39D38CC49C7E776D74FD8
17C11DAD1A31313EA970A2EF6D94F4B67F0CD1E0
C5121A1BE6692C90004AEFEE4F01092A32FF5845
2BD464FF1E6EF1CFC543696CCE3C23B4D1A3EFC7
A7549D25F0B135A62C42095DFA1E249C96FE97C4
37FC06A0BE4E8F7769A4D1670036A85E86365462
6016D516DEAED94DBA196ED1C91F5F8E2C7516D8
33F94563AFD712BAC80B4E347A3A47198D1265DD

P.S. : Yes, these popup windows DO close when you press OK.

AND they respawn every 10 seconds, destroying any player or buildings in it's path
 
Last edited: