WiP in WiP, post your screenshots!

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581

Ah yes, pigeon droppings that dry out into a flaky mass that shatters into dust when it's disturbed and can end up being inhaled if you're not wearing a respirator.

Is exploring abandoned buildings fun or what? :rolleyes:
 

Amidio

L2: Junior Member
Apr 14, 2012
71
17
Looks a little to detailed for prerelease. Stuff like that will just get in the way when you have to make gameplay changes.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
very serious medic model replacement concept art

based on connect four's personality

connectfur.jpg
 
Sep 1, 2009
573
323
I swear there is a thread for art and concepts.... which happens to NOT be this thread
 

Sartharis

L1: Registered
Jun 19, 2012
4
3
Looks a little to detailed for prerelease. Stuff like that will just get in the way when you have to make gameplay changes.

Yeah, I guess (though I mostly only decorated spawn). I'll try to finish the alpha version of the map for next gameday.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
What makes you think it's a death pit? Looks like some kind of lower flank route to me.

Then i'd still question why he thinks a height difference of over 1284 is a reasonable difference. But he's said it's a death pit so... no problem. Except Pyro's, of course.
 

re1wind

aa
Aug 12, 2009
644
588
Considering that it is concept art for a playermodel, I don't see the problem.

Also:
A1715C38C40AB95DB28146C8EADBA746D02915AD

(Ignore that the entire thing is red. This is a mid)

Airblast.

minisentries.

rocket/grenade knockback.


More importantly, is there a longer route that completely avoids the deathpit?

remember that one swamp ctf map with turning toilet that had deathpits *EVERYWHERE*, around the flags, in the middle, etc.? yeah? it wasn't particularly fun was it.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Airblast.

minisentries.

rocket/grenade knockback.


More importantly, is there a longer route that completely avoids the deathpit?

remember that one swamp ctf map with turning toilet that had deathpits *EVERYWHERE*, around the flags, in the middle, etc.? yeah? it wasn't particularly fun was it.

This is the only deathpit in the map at all, and yes, there is a route that comletely bypasses the deathpit.
 

Tekku

aa
Aug 31, 2008
723
874
Airblast.

minisentries.

rocket/grenade knockback.


More importantly, is there a longer route that completely avoids the deathpit?

remember that one swamp ctf map with turning toilet that had deathpits *EVERYWHERE*, around the flags, in the middle, etc.? yeah? it wasn't particularly fun was it.

I found the toilets quite funny.
 
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Mar 23, 2010
1,872
1,696
24F2D5E7D4E25390C305A984679A34E29F26F08D

1F8D9F9F346B075A3599A55C6122788ACA00526B


going to be cave-y/rock-y with 0 metal so i basically wasted my time making poop
 
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A51

L1: Registered
Jun 21, 2012
18
8
A few screens of A portion of a map I intend to expand and make a full map. I intend for the map to be a capture point map. This all started out as a test for making tunnels and lighting. Hope this looks promising. This is my second attempt at making a serious map. My first one was very small and not suited for any type of combat just testing how I could make enviroments.
Here is the list of images:

http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00001.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00002.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00003.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00004.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00005.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00006.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00007.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00008.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00009.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00010.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00011.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00012.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00013.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00014.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00015.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00017.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00018.jpg
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
A few screens of A portion of a map I intend to expand and make a full map. I intend for the map to be a capture point map. This all started out as a test for making tunnels and lighting. Hope this looks promising. This is my second attempt at making a serious map. My first one was very small and not suited for any type of combat just testing how I could make enviroments.
Here is the list of images:

http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00001.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00002.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00003.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00004.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00005.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00006.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00007.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00008.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00009.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00010.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00011.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00012.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00013.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00014.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00015.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00017.jpg
http://www.majhost.com/gallery/Spartan-A51/Screenshots/TF2/2012-06-21_00018.jpg

Looking good for some tester environments, that's exactly the way to approach mapping as a beginner. Too many people feel the need to publish their first maps.

Some suggestions:
-Use light_spots, they cast light in a cone which allows you to create more realistic lighting conditions. The shape of the cone can be adjusted, as can the brightness. Often the default 200 brightness is not enough for dark rooms, as dark textures reflect less light, reducing the number of light bounces during the compile process. Check my signature for a relavent tutorial.
-Use more light across the ceiling to light the centre of rooms, not just at the edges, although lighting the walls is very important you'll find players in the centre of rooms shadowed out and this creates team recognition issues during gameplay.
-Shadows cast by models are usually cast by the bounding box if it doesn't have a collision mesh (there are ways of telling if a model has no collision mesh, usually you'll first notice console spam when you first open the map ingame, but you can also use the :cm: button to toggle it on and off in Hammer. The reason i bring this up is it tends to create ugly blotches of shadow ingame that are obviously out of place, and also envelope other props in shadow as well. For example, your fence models. Minecart tracks and foliage props are other non-collision mesh, ugly shadow creating culprits.
 
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