WiP in WiP, post your screenshots!

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Bloody hell, never thought anyone could make TF2 look like Crysis. Alright, maybe a beta of Cryisis, but still. A good job on the fog settings BoyLee, that's pretty much given your theme's personality what it needed to work.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
pl_decay_a10003.jpg


Not reaaaly fan 'bout the colors, but it's a good start :p.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
pl_decay_a10003.jpg


Not reaaaly fan 'bout the colors, but it's a good start :p.

There are a lot of details hidden in the shadows. Also a lot of textures that work better in direct sunlight (bricks). You should consider increasing the sun pitch to bring the contents display to its full potential.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Gotta be really careful about fences, not only do they get in the way of combat by blocking projectiles and interrupting people's firing line when trying to shoot over (l)edges, but they force players into linear movement patterns which they don't like (scouts especially hate them). Try not to make fences taller than the industrial handrail props. Props like the wooden fences found in plr_nightfall tend to get in the way more than anything and should only be used in out of bound areas. Other than the industrial/spytech handrail props, alternatives for wooden fences include the little brush fences found in goldrush.

I've used the wooden fence as a reference in so many of my previous maps:
My BATT entry:
http://cloud.steampowered.com/ugc/613841548866464339/FF4C84E634B92A9D460780C9AF15B7889D754A99/
http://cloud.steampowered.com/ugc/613841548866462737/9E209CBB372B32C158364F147A3ABC841E225A0B/
http://cloud.steampowered.com/ugc/614968439069649814/F4C36A2060EBA98A2EF9C6CA18D987AFC67DDAF2/
http://cloud.steampowered.com/ugc/613841548866456128/24B6E15453C7A91A3169894FB63BABF2F213C4EC/
http://cloud.steampowered.com/ugc/613841548866457952/17F8C03FA508B48B36B22D1FB3893E6D7830973E/
cp_avante:
http://dl.dropbox.com/u/1429764/avante/cp_avante_b70033.jpg
http://dl.dropbox.com/u/1429764/avante/cp_avante_b70030.jpg
http://dl.dropbox.com/u/1429764/avante/cp_avante_b70036.jpg
pl_gloryhole:
http://cloud.steampowered.com/ugc/560940105002185498/DF7EE846C1B9DF6661FBDB4311C39C40C7538145/
http://cloud.steampowered.com/ugc/560940105002177906/9E3D0A309532A87B2A2E5421C9032BE80D1DC9D3/
 
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Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
*snip of a ton of beautiful images*

I agree with Frozen about the hills, way to rounded. Also the rocky stone texture clashes hard with the stone texture on top of the tower. Although I'm guessing you did that for temporary reasons.

Looks sexy otherwise.

In terms of gameplay I can see myself falling off those little walkway bridges, but that's just me.

Maybe slap some slits

:O
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
The smoothness of the cliffs is because I've created new blends for both the top surface and side surfaces, and then alpha'd them into each other so there's no seam. It's not convention, but I think it makes more sense than most TF2 rock walls? Rest of the effect may be due to shitty lighting, not sure
 

re1wind

aa
Aug 12, 2009
644
588
pl_toomanyspotlights

first concept for cp_dryrock_grotto, which throws the stages of a multi-stage pl map into the same area.

8A03712C3551916D919E8103E848408D1BF4AE68