WiP in WiP, post your screenshots!

Soilbleed

L2: Junior Member
May 7, 2015
62
246
Slowly Getting there, almost ready for a1 testing. Also did a rough draw over mockup to flesh out the back of the map which is mostly for aesthetics and theme.

upload_2020-7-22_12-57-23.png
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
After the Amai playtest, I was working on an A2 with a new B point, but the more I worked on it the less I liked it. So I decided instead to remake the map. I wanted to focus on a map with more height and more options, as I felt the first version of Amai was very linear and boring.

Here's some shots of the currently in progress A point. The building over the ravine is where the point will be when the map is finished.

hnele6m.jpg


This is the A building from Blu side

yQmYLun.jpg


Likewise from the Red side

quEEeBI.jpg


Inside the main room looking at the interior
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Here are some various screenshots from a MvM_Helix artpass I started for the last April Fools contest and stopped working on a third of the way through.

The lore was that a small group of Gray's bots had faulty loyalty chips, and one day they all failed simultaneously. They decided to break off from the main group and form their own army to take down the mercenaries. They started construction on a manufacturing plant just outside of a farm owned by one of Mann Co's shell companies, so the mercs were dispatched to neutralize the rogue bots before they grew too big in number.

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Öö-

L1: Registered
Nov 4, 2020
2
14
Not a playable map but I'm having fun detailling this (No lighting yet)
 

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D.C.V.

L1: Registered
Sep 11, 2020
49
30
Hi, sorry to disturb. I'm working on TF2 Asian Vehicles. The first model I'm working on the 4 door Kei car. I made this work prop from scrap.
4doorkeicar.jpg 4doorkeicar3.jpg 4doorkeicar2.jpg
Based off the 1971 Honda Life, it takes me whole hours and days to make that model.
 
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D.C.V.

L1: Registered
Sep 11, 2020
49
30
I have to gave you guys a notice, my work I showed on November 6th. It didn't go well... the problem is, the Kei body model have some bad edges and terrible shading. So I went back to the drawing board to do over the body of the Kei car piece by piece, it took me 1 week or 2 weeks hard time to get this done. Well, here is the 4 door Kei vehicle (CityCar) that I do over.
upload_2020-11-22_4-24-52.png
upload_2020-11-22_4-22-42.png upload_2020-11-22_4-29-15.png

Here are the screenshots when I testing out the Kei prop on TF2 hammer.
upload_2020-11-22_4-40-42.pngupload_2020-11-22_4-41-13.png
upload_2020-11-22_4-42-10.pngupload_2020-11-22_4-43-26.png
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Whenever I'm bored and want to come up with a new map idea, I either rummage around in my old files (or someone else's, thanks to the Orphaned Map Repository) and mess around in one of the vmfs I find. Using one of Dayal's abandoned MvM maps, I started adding tweaks and revisions until an idea sparked. Not long after I started I discovered, to my shock, that someone else already adopted the map, and released it to boot!

No point in letting my work go to waste though. I'll share the few changes I made, and start from scratch in the morning. Since my idea (Robot Destruction with the Mannpower grappling hooks) has some striking differences from the map's original intent, working from scratch can only help in the long run. After all, making a square hole for a square peg is easier than trying to force it through a round hole.

...Anywho!

Here's what most of my work was focused on. Since the only official RD map has the easiest path to the flag blocked (or good as blocked, at least, with those lasers there) until all the robots are destroyed, I tried to design something similar. When the robots are alive, this generator keeps the fences electrified and the middle section up. When the robots are destroyed, the middle section falls and you can touch the fences as much as you'd like and receive no damage. This might've not been enough, though, since the two side buildings are still open and accessible at all times.

daily0000.jpg


daily0001.jpg

I've marked different spots on this wide shot since it shows off some of the more minor changes I made.

A) I opened up the back wall of this shack so players could sneak past the B/C area, since it's a pretty decent defense spot.

B) I added a little shack area that can only be accessed by grapple hook. It doesn't have much of a purpose beyond that, although there's a set of medium pickups.

C) I reworked this lower area a bit. Originally, players here had a massive sightline over the area behind the buildings on the left while being heavily protected. In the map's original gamemode, MvM, this is fine. In the PvP gamemodes, this is problematic, especially for a proud Sniper Hater such as myself. While the sightline and protection are still there, you can't have both at the same time. I still want to fiddle with this area, but I'll wait until I start on the "from-scratch" version.

D) This area was literally just designed because I wanted to put something there. No thought put into it whatsoever. I didn't even get to finish it, since I decided to start the entire map from scratch halfway through it. It's heartbreaking, really.

daily0003.png
 

D.C.V.

L1: Registered
Sep 11, 2020
49
30
I made the 2nd Kei car.
upload_2020-12-3_2-44-13.png

Testing the prop on TF2 map:
upload_2020-12-3_2-41-36.pngupload_2020-12-3_2-43-4.pngupload_2020-12-3_2-47-33.png
The reference of the 1972 Mazda Chantez:
pictures_mazda_chantez_1972_1_b.jpg


Six skin colors I added: red, blu, goldfish (orange), black, white and emerald (green)
 

D.C.V.

L1: Registered
Sep 11, 2020
49
30
Soon the 1969 Kei truck (Mazda Porter) is going to be next and then 1964 Kong King/ Japanese taxi (Toyota Crown)
 

D.C.V.

L1: Registered
Sep 11, 2020
49
30
Oof, I have to go edit to resize the rims of the keicar2, it's kinda bit too big. So my apologize for TF2mappers.
upload_2020-12-3_15-7-32.png

So just ignore the rims that is big.