WiP in WiP, post your screenshots!

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484

cool nucleus bro
 

Icarus

aa
Sep 10, 2008
2,245
1,210
petrol03.jpg


shaded texture view doesn't work on dev textures so I'm going to have to force you to look at this
petrol04.jpg
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
That's outright retarded.

There's no way you need that many logic entities. There's just NO WAY.
 

Soupstorm

L2: Junior Member
Sep 22, 2009
67
12
I was going to make a thread, but I don't think I'm quite far along enough to justify that. So, here's my first real post!

----------------------------------------------

CP_Tumbleweed. The name is taken, but apparently only by a three-years-old and ostensibly-unfinished map. I have yet to think of anything catchier, so that's what it is for now. I've been working on this for about two days now, just blocking out the design before I get started on detailing. The last thing I want to do is bog myself down with texture alignment when I still have balance issues to work out!

=====!!!!! PICTURE SLIDESHOW: http://imgur.com/lnLZl&3Vt1V&bzF9h&IlfjS&O28X8&Sf8A1&8bKh4&ZcYim&aCMvu&CpWNz&HyMiD&AQMpT

1: BLU spawn room, from the outside. It is basically a three-door containment room for people exiting the actual spawn, further inside.

2: Lots of slopes. An overpass in front of the spawn, with a one-way door underneath (BLU side -> RED side)

3: Taken from an opposite perspective, showing Cap Point A. You can see the one-way door, to give proper perspective.

4: A lay of the land. Don't fall into the skybox! (I'll make it a proper-looking death canyon later)

5: There's a small bridge to cross. Or you can go up the stairs on the right to the battlements - keep going, and you can drop down on the defenders.

6: Should have been earlier in the slideshow - This shows the path *around* the one-way door, from BLU to RED. Note the cliff vantage point on the left (with a large gap, Heavies definitely cannot make it across) for defenders.

7: Cliff vantage point on the right, the area just past CP A on the top-left, two-storey building center-left, with balcony.

8: Looking at the balconied building. CP A is to the right.

9: Inside the building, first floor, opposite perspective (right door leads to B, left door leads to A, stairs back-left and back-right lead to wraparound battlement and balcony, respectively).

10: The final choke. RED spawns in the building behind the rocks, CP B is in the small building center-right.

11: From RED's defensive balcony, just behind the rocks.

12: Opposite perspective, inside the building.

I'm going to try to get a playtest going tomorrow. All the game logic is set up (I hope! It switches teams on win/round end and all that, so it seems solid), and unless there are obvious design issues, all I'm missing is a couple doors and some balance testing.
 

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
ctf_third_law_a110003.jpg


Trying out night time in my map. Likely to keep it, but I need to do a LOT of lighting work.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
I was going to make a thread, but I don't think I'm quite far along enough to justify that. So, here's my first real post!

----------------------------------------------

CP_Tumbleweed. The name is taken, but apparently only by a three-years-old and ostensibly-unfinished map. I have yet to think of anything catchier, so that's what it is for now. I've been working on this for about two days now, just blocking out the design before I get started on detailing. The last thing I want to do is bog myself down with texture alignment when I still have balance issues to work out!

=====!!!!! PICTURE SLIDESHOW: http://imgur.com/lnLZl&3Vt1V&bzF9h&IlfjS&O28X8&Sf8A1&8bKh4&ZcYim&aCMvu&CpWNz&HyMiD&AQMpT

1: BLU spawn room, from the outside. It is basically a three-door containment room for people exiting the actual spawn, further inside.

2: Lots of slopes. An overpass in front of the spawn, with a one-way door underneath (BLU side -> RED side)

3: Taken from an opposite perspective, showing Cap Point A. You can see the one-way door, to give proper perspective.

4: A lay of the land. Don't fall into the skybox! (I'll make it a proper-looking death canyon later)

5: There's a small bridge to cross. Or you can go up the stairs on the right to the battlements - keep going, and you can drop down on the defenders.

6: Should have been earlier in the slideshow - This shows the path *around* the one-way door, from BLU to RED. Note the cliff vantage point on the left (with a large gap, Heavies definitely cannot make it across) for defenders.

7: Cliff vantage point on the right, the area just past CP A on the top-left, two-storey building center-left, with balcony.

8: Looking at the balconied building. CP A is to the right.

9: Inside the building, first floor, opposite perspective (right door leads to B, left door leads to A, stairs back-left and back-right lead to wraparound battlement and balcony, respectively).

10: The final choke. RED spawns in the building behind the rocks, CP B is in the small building center-right.

11: From RED's defensive balcony, just behind the rocks.

12: Opposite perspective, inside the building.

I'm going to try to get a playtest going tomorrow. All the game logic is set up (I hope! It switches teams on win/round end and all that, so it seems solid), and unless there are obvious design issues, all I'm missing is a couple doors and some balance testing.

You are ready for a thread ;) The line for making a thread is for whether the map is playable or not, and it sounds like your map is

The map looks nice! I can't really give much more feedback based on screenshots, but try getting it into a playtest

Also, welcome to the forums! :)
 

Stink Horse

L2: Junior Member
Aug 1, 2009
73
23
Progress on KOTH_Overpass.
koth_overpass_layout4.jpg


Most everything is textured, none of it is final, but there's still enough left to do that I can't compile yet. I'm about to start displacement work on the ground and natural walls. This has me very nervous but all of the guides make it seem pretty doable. Any words of advice would be appreciated.
 

Eugenio

L1: Registered
May 18, 2010
6
0
So i still working with my map :d Now i have completed brush work of first stage and 1/2 of second stage.




 

Popo

L1: Registered
Jun 13, 2009
43
29
Hey, just wondering, is this a good place to post overhead sketches of maps? Or would that be better suited in its own thread?
 
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