WiP in WiP, post your screenshots!

Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.

  1. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Sel: is the axle made of a barrel?

    Mr. Late: :eek: love it
     
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  2. tyler

    aa tyler

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    You have to skew TF2 skyboxes a little... not sure if you need to do it that much, but whatever.
     
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  3. [O]

    [O] L3: Member

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    SCREEN SHOTS of progress from Alpha 1 to Alpha 2:

    in general: -- added signage -- more lights -- more brushwork -- some class specific brushwork -- added health and ammo packs


    [​IMG]

    RED SIDE OF DAM
    [​IMG]

    NEW SPAWN BRUSHWORK + PROPS
    [​IMG]

    BLUE SIDE OF DAM WITH SIGNAGE
    [​IMG]

    DYNAMIC BLACKBOARD
    [​IMG]

    CP_B --more lights
    [​IMG]

    CP_C
    [​IMG]

    CP_C --opposite side
    [​IMG]

    CP_D
    [​IMG]
     
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  4. Mr. Wimples

    Mr. Wimples L6: Sharp Member

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    Silly-huge sightlines in about half the screenshots.
    Looks impressive though, especially the blackboard.
     
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  5. [O]

    [O] L3: Member

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    yikes. Still feel the sight lines are too big?

    There are no props yet on the inside captures [A,B,C, and D] so that will break it up a bit.
     
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  6. jpr

    aa jpr

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    Protip: Don't depend on props to remove sightlines. It won't look good and isn't good for optimization either
     
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  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Also there will always be little gaps around them that snipers can use, while other classes can't, skewing the class balance even more.
     
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  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    2600-3000 hammer units is a good rule of thumb for acceptable sniper sightlines. There are only 2 sightlines longer than 3000 in any official TF2 map, at least that i'm aware of. The start of badwater basin is one of them, from the back of the BLU setup gate room to the back of the hill where snipers peer over, which works out at about 3100-3300. It's relatively balanced with the fact it's a secondary path and that the more distance you give yourself the narrower your FOV and thus lowered capacity to shoot multiple enemies. You can check the details yourself. The other is on upward in an area that sees little combat, just before CP3, and i think works out at 4000 units at max. The sightline isn't easily exploited; players are too exposed and the sightline sees only a minority of activity.
     
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    Last edited: Jan 15, 2012
  9. Sel

    Sel Banned

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    Nope.

    [​IMG]
     
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  10. [O]

    [O] L3: Member

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    I've got to say that is hands down the best payload model I have ever seen. LOL

    Now...it had better be powering a giant vacuum cleaner that sucks in the other team.
     
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  11. Dragonic

    Dragonic L1: Registered

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    @English Mobster: This orbit around the Earth thing is for the PL contest right? Are you planning to make a Mario Kart Rainbow Road payload map?

    @grazr: I haven't measured it, but I believe the longest sightline in any official TF2 map is in Frontier. The BLU sniper stands on this little ledge with health and ammo and looks directly at the exit of one of RED's final spawn rooms.
     
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  12. English Mobster

    English Mobster L6: Sharp Member

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    In order: Yes, no. I was competitng against Ayes and Muffin the other day in Mario Kart 3DS; I rediscovered I hate Rainbow Road. :p
    No, it's just a space-themed Payload map. What's more dynamic than space? :O

    [​IMG]
    (Also for the map.)
     
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  13. Xerol

    Xerol L1: Registered

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    [​IMG]

    Blocking out a concept KOTH map. The middle 'tongue' is going to be a bunch of cliffs that cannot be seen or shot over (orange Xes in the 3rd shot), but I may add some extra paths to it (caves or something). Orange outlines in the 1st shot are where I'm adding more cliffs, and the lower CP area is going to appear to be dug out of the rock, with a rocket or some other valuable asset behind some glass behind the CP. Generally, there are longer, safer routes you can take, or shorter routes which are more risky (either by dropping far enough to take fall damage, or vulnerable positions near enemy paths). I know for certain I'm going to be adding more ways in and out of the CP area.

    Total interior size is 3200x2048, is that too small for a KOTH?
     
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  14. English Mobster

    English Mobster L6: Sharp Member

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    Another poster:
    [​IMG]
     
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  15. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    the upper part I don't like (too wider) and it looks too clean. the tears are all nice.

    Also, make the water stains less big and one-sized.
     
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    Last edited: Jan 17, 2012
  16. re1wind

    aa re1wind

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    sunken rocket a3 wip

    [​IMG]
     
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  17. tyler

    aa tyler

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    As Frozen said: Top border is too thick, water stains are overdone and too similar in size. There's no depth progression on the staining, either. The lines on the Death Star could stand to be smoother--there are tools for making smooth lines--and the entire thing could use a lot of anti-aliasing. I don't know what program you're using now, but unless it's MS Paint, there is definitely a way to make this look way way nicer. Not only that, but I can see the underlying gray where you snipped the bottom left corner off, and the snips are far too uniform. It should look like tearing, not folding.

    I'd also just not make a Star Wars reference, period.

    You have the same basic issues with your HHGTTG poster.
     
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    Last edited by a moderator: Jan 17, 2012
  18. Ptimz

    Ptimz L2: Junior Member

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    [​IMG]

    orange floor for contrast.
     
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  19. Boylee

    aa Boylee pew pew pew

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    After 4 and a half hours, my first dynamic payload entity setup is alive and kicking. Still got a few bugs to shake out but after adding some spawns, health & ammo, signs and doors this'll be ready to test. :3

    [​IMG]

    Tentatively calling it pl_clifftop...
     
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  20. Tom Hoen

    Tom Hoen L6: Sharp Member

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    I like how BoyLees map is making huge U-turn like valve maps
     
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