WiP in WiP, post your screenshots!

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
Working away on my attack/defend map for the 72hr contest :D
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Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
@idolon

that's a pretty good looking map, but as you said those sightlines are crazy. Also, nice death pit.

@bungy

That looks pretty sexy for an alpha. 8/10 would play if lit up better
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
pretty close to deleting the tower and putting a rock there

Considering most of the important gameplay spots are either side of the base of the tower i'm not sure how much the tower would actually be acknowledged by players as it's kinda up in the sky and out of view. Towers like this are better off on the boundary of a map. At least a tower of this scale.

If the tower were to have more detail at its base it might be a better aesthetical focus. For example a water tower. Where you have the i-beam frame holding up the industrial scale water butt, not to mention the slight cone shape drawing the eye up to the water butt would get players attention more. It would look more interesting than a solid concrete pillar at least.
 
Mar 23, 2010
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make the tower a lighthouse
 
Sep 1, 2009
573
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Tell me Leswordfish how do you with that amount of yellow?
 

Idolon

they/them
aa
Feb 7, 2008
2,128
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Just finished first artpass of my 72 hour map!
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I'm trying to be sparse with the details, don't want to make anybody's fps run low.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
I can understand blocking out in nodraw, but blocking in nodraw, THEN applying dev textures? What?