WiP in WiP, post your screenshots!

tyler

aa
Sep 11, 2013
5,100
4,621
lighting needs work. real textures make my map darker :[

DZc2T.jpg
 
Last edited by a moderator:
Oct 6, 2008
1,965
450
looks great yyler and after that lighting tutorial we all EXPECT an excellent map!
 
Oct 6, 2008
1,965
450

1. this train needs to be SO Animated - Massive death train opportunity :wow:

2. need ramps up to those ledges to increase the carnage potential of the train! :wow::wow:

3. add in different lengthed trains, vary the timimg, different speeds and change the direction once in a while = GOOD TIMES FOR ALL!! :wow::wow::wow:
 
Last edited:
Oct 6, 2008
1,965
450
Even if you follow bug's suggestions, there won't be enough trains. Never enough trains.

I smell a contest coming on! "Avoid the Train Chicken Run Contest". Your team wins is just one of you can make it to the end of the map!

I also have dibbs on the map name "The Chicken Run"
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Pushing Montane to beta in glorious DX8
-snip-
(yes I know I need spotlights)



Looks nice however the proportions look off.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
You mean that's an alpha!?

And I thought I went crazy with detailing early on

I did all of that excluding the waterfall/cliff part within the 72 hours of the contest... and yeah, I dunno if I should bump it up yet to beta. The gameplay seems pretty solid and everyone seems to like it (except yyler, obviously).
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
1. this train needs to be SO Animated - Massive death train opportunity :wow:

2. need ramps up to those ledges to increase the carnage potential of the train! :wow::wow:

3. add in different lengthed trains, vary the timimg, different speeds and change the direction once in a while = GOOD TIMES FOR ALL!! :wow::wow::wow:

Oh, it absolutely moves. Hence the spectator camera.

Not sure about train lengths, keeping them team-neutral is a difficult task.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Pushing Montane to beta in glorious DX8
2012-07-20_00001.jpg

(yes I know I need spotlights)

Looks like you've got a texturing bug over there on the right. I think just retexturing the face manually fixes it.
 

phi

aa
Nov 6, 2011
832
1,817
Yeah, it was perpendicular to face and VRAD complained about it, I fixed it right after I took the screenshot and wondered who would be the first to notice. You won :p
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
As the biggest problem with my mapping thus far has been my total inability to scale things correctly, I'd like a scale check on this. Pointing out other flaws is... Appreciated, I guess, but I'm mainly asking for feedback on the size of stuff.

2012072100001.jpg


The room is marginally larger than the central room in Sawmill. It varies a bit with the rounded corners and stuff, but I think was around 128-256 units wider last time I checked. It does, on the other hand, have more geometry in it. Ah, and those gentle inclines leading up to the point are meant to be stairs, so a detailed version the room would look busier and the passages around the point would feel narrower than here.

What do you think? Overscaled? Underscaled? Or perhaps *gasp* more or less ok?

Also, you know what's awesome? Angles. Angles are awesome.
 

phi

aa
Nov 6, 2011
832
1,817
I would have to play it to be sure, but it looks a whole lot better than previous versions. The size looks just fine, not too small, not too large. I think you've got it down this time. It may need slight tweaking here and there but I think it'll play well, actually.
It might, just *might* be a tad overscaled, which is better than underscaled in this context, but again I will have to play it to be sure.