WiP in WiP, post your screenshots!

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

  1. Micnax

    aa Micnax Back from the dead (again)

    Messages:
    2,100
    Positive Ratings:
    1,561
    [​IMG]

    Lifts were too complicated for Payload Race, so I have ramps now! They fit more into the Egypt theme anyway.
     
    • Thanks Thanks x 3
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,392
    Positive Ratings:
    5,468
    I like that.
     
    • Thanks Thanks x 2
  3. Micnax

    aa Micnax Back from the dead (again)

    Messages:
    2,100
    Positive Ratings:
    1,561
    Haha, I like that you like it! Lets just hope it'll go well in playtests. Here's how it looks in-game:

    [​IMG]

    I still can't figure out why my track shadows are messed up though...
     
    • Thanks Thanks x 1
  4. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    2,015
    Positive Ratings:
    1,435
    The colors are nice and vivid.
     
    • Thanks Thanks x 2
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,392
    Positive Ratings:
    5,468
    disable shadows, and it is probably becaus eyou don't have the -staticproppolys or something when compiled.
     
    • Thanks Thanks x 2
  6. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,925
    I thought I went over the extra compile options when you were at my house?

    Well, it's those, cause without em working the compiler uses the bounding box of the tracks for shadows
     
    • Thanks Thanks x 2
  7. Micnax

    aa Micnax Back from the dead (again)

    Messages:
    2,100
    Positive Ratings:
    1,561
    Thanks guys, I totally forgot about -staticproppolys!

    [​IMG]

    Now all there is to do is the path_tracks and then I can finally put it out.
     
    • Thanks Thanks x 1
  8. English Mobster

    English Mobster L6: Sharp Member

    Messages:
    355
    Positive Ratings:
    296
    How did you get your colors to "pop" like that? Is it color correction, or custom textures, or just a trick of the light or something?
     
    • Thanks Thanks x 1
  9. Sethen

    Sethen L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    I'm currently working on a TF2 trade map for my friends trade server. This is my first attempt at a TF2 trade styled map. Of course, I never really played in a TF2 server. Just sat in spectate and looked around to see what that maps contained. At the moment, I'm around 60% done with the map. I just need to add more detail, create the arenas and fix some issues in the map.

    Please let me know what you think of the map as of now.
    Criticism is always welcomed whether Harsh/good. ;D

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    • Thanks Thanks x 1
    Last edited: Jan 25, 2012
  10. Tom Hoen

    Tom Hoen L6: Sharp Member

    Messages:
    320
    Positive Ratings:
    306
    Joodude, that looks great! Your screenshots make me want to change my layout and theme :O
     
    • Thanks Thanks x 1
  11. TheKieranator

    TheKieranator L6: Sharp Member

    Messages:
    282
    Positive Ratings:
    213
    Detailing why are you so fun? You're making me ignore the rest of the map :O

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    • Thanks Thanks x 1
  12. Freyja

    aa Freyja It hurt itself in it's confusion!

    Messages:
    2,915
    Positive Ratings:
    5,303
    [​IMG]
     
    • Thanks Thanks x 18
  13. TheKieranator

    TheKieranator L6: Sharp Member

    Messages:
    282
    Positive Ratings:
    213
    Damn it, Aly. Me and Sethen post our stuff and then you come in here and make us look bad. Really bad.
     
    • Thanks Thanks x 3
  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,392
    Positive Ratings:
    5,468
    That's okay, I like yours.

    Aly, your colors feel blah, all I see are grays and grays with a little green on them. Add more color, or make them more vibrant. You have a happy map, use happy colors.
    EDIT: Add more variation to the wood, stop using the same wood over and over and over and over and over again.
     
    • Thanks Thanks x 2
  15. Freyja

    aa Freyja It hurt itself in it's confusion!

    Messages:
    2,915
    Positive Ratings:
    5,303
    It IS a fast compile, I'm personally hoping that the colours will become a little better on a -final compile. But I will probably mess with the colour correct later.

    As for the wood textures, I did try. But it looks worse. It really does, it looks silly with lots of different wood textures thrown together, like a badly made patchwork quilt. I share your opinion, it does look monotonous, but it looks funny the other way too.
     
    • Thanks Thanks x 1
  16. soylent robot

    soylent robot L7: Fancy Member

    Messages:
    499
    Positive Ratings:
    394
    maybe use the same wood, but rotate it in some places so the beams go horizontally instead of vertically?
     
    • Thanks Thanks x 1
  17. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,392
    Positive Ratings:
    5,468
    Yea, I thought I said this (but I guess I didn't)... rotating textures would be good...


    You could also use other things to break up the textures, i.e: The paint patches, signs, posters, support beams, foliage, saws, pipes, windows, etc. You could/should add gutters to your roofs.

    Look at how Upward, Sawmill, Thundermtn, Viaduct (kinda) all deal with wood textures, that will help. You will probably see a lot of what I've mentioned...


    ... Perhaps it wouldn't hurt to do a quick normal compile with all the bells and whistles, to get a better idea of what it will look like. It's better to not spend all your time doing detailing based of fast crappy compiles and then have it look like blah on a normal compile.


    EDIT: Looking back at your picture I realize you already have a lot of those things... In that case, look into overlays and the paint brushed patch, and such. You could also use the dripping rust overlay. It's a brownish color, but it will add some diversity to your design.
     
    • Thanks Thanks x 2
    Last edited: Jan 25, 2012
  18. tyler

    aa tyler

    Messages:
    5,097
    Positive Ratings:
    4,591
    He's using the more saturated dev textures, I think.
     
    • Thanks Thanks x 2
  19. Micnax

    aa Micnax Back from the dead (again)

    Messages:
    2,100
    Positive Ratings:
    1,561
    I'm just using the default Egypt environment settings (with the fog toned down a little) and like, 60 or 70 percent reflectivity dev textures, along with the RED and BLU ones.
     
    • Thanks Thanks x 1
  20. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,248
    i for one like the colors. they seem to fit the alpine feel and palette well.
     
    • Thanks Thanks x 1