WiP in WiP, post your screenshots!

Yacan1

D I G I T A L I N F L U E N C E R
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Nov 7, 2010
412
796
Working on a custom MvM map that's much larger than your average MvM arena. Currently in orange phase .....

Woah dude, those are pretty much genuine thumbnails. Try to use something like imgur, since the image size is rather skimpy. And a tip for next time, in console type sv_cheats 1 then cl_Drawhud 0 and r_Drawviewmodel 0 . You'll get a better shot with those on, er off.
 

Deanykong

L1: Registered
Sep 29, 2012
12
11
Woah dude, those are pretty much genuine thumbnails. Try to use something like imgur, since the image size is rather skimpy. And a tip for next time, in console type sv_cheats 1 then cl_Drawhud 0 and r_Drawviewmodel 0 . You'll get a better shot with those on, er off.

They are thumbnails. Click on them. ;P

Thanks for the hud/viewmodel tip, I'll be using that from now on.
 

Deanykong

L1: Registered
Sep 29, 2012
12
11
Strange, I'm not experiencing that on my end. Perhaps it's my Google Chrome addons. Regardless, I edited the post to include direct links and will share more images later today.
 

Psy

The Imp Queen
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Apr 9, 2008
1,706
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Lightbox should be banished to the darkest corners of internet hell. Just sayin'.
 

Deanykong

L1: Registered
Sep 29, 2012
12
11
I've just about wrapped up the layout. I'm moving out of Orange phase and starting work on the texturing and art. Right now I've replaced most of the dev textures with real ones just for the sake of getting a color pallet idea. The actual work hasn't even begun.

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And here's a quick walking tour of the map: http://www.youtube.com/watch?v=f2hbY0zcVg4
 

Yacan1

D I G I T A L I N F L U E N C E R
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Nov 7, 2010
412
796
I've just about wrapped up the layout. I'm moving out of Orange phase and starting work on the texturing and art. Right now I've replaced most of the dev textures with real ones just for the sake of getting a color pallet idea. The actual work hasn't even begun.
*pictures*

Woah man, that looks really big. The fifth picture looks like it's hard to jump around those rock, block, things. Going up them that is.
 

Deanykong

L1: Registered
Sep 29, 2012
12
11
Woah man, that looks really big. The fifth picture looks like it's hard to jump around those rock, block, things. Going up them that is.

Yes, large was the intention. There aren't really any big MvM maps and from what I've gathered with the few dozen random people who've happened to connect to my server during testing, a big map brings forth some interesting gameplay. Regardless, there are a lot of shortcuts in-between lanes. The video posted runs through almost all the spots on the map.
 
Mar 23, 2010
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disagree with that sentiment. mannworks is at least a bit bigger than the other two i think and it's pretty fun. tho yours does look a bit too large but it might be fun who knows.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
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Basically there arent any big mvm maps because they dont really work so well. maps need to be fairly simple and to not give players too far to retreat or to move forward.

is this pure theory or was there actually a huge mvm map that didnt work
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
pure theory. Backing up opinions with evidence is for nerds.

I strongly SUSPECT it wouldnt work- firstly because half the time in mvm is spent slowly retreating,m and that becomes a far more viable strategy on a longer map. Plus, it becomes far harder to balance walk times, since they're near enough irrelevant for one team. Plus early rounds are entirely dependent on bots being able to close the distance with players. plus a horizontally wider map is far easier for backcappers.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
6,394
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pure theory. Backing up opinions with evidence is for nerds.

I strongly SUSPECT it wouldnt work- firstly because half the time in mvm is spent slowly retreating,m and that becomes a far more viable strategy on a longer map. Plus, it becomes far harder to balance walk times, since they're near enough irrelevant for one team. Plus early rounds are entirely dependent on bots being able to close the distance with players. plus a horizontally wider map is far easier for backcappers.

Listen to this guy ^

doom please, we are trying to squash creativity here. kindly step aside

Ignore this guy ^


My suggestion: While talking about the theory of if it works is great and all, Try it out! Get some friends of yours together, and host a listen server on whoever has the best internet connection. Play it, see how it feels compared to exisiting, stock, MvM maps and then decide "hey, is it really too big?", 'Am I having fun?" etc. And make sure your friends aren't afraid to tell you it sucks, and offer area's for improvement.
 

Deanykong

L1: Registered
Sep 29, 2012
12
11
Honest feedback is always appreciated.

I recognize the concern for the map size and I assure you I'm keeping that in mind. The mission spawn sets I'm building for the map are made specifically to try and match that dynamic (avoiding the traditional "here's some stuff to fight and here's a bunch of Scouts to make you run backwards all the time.") I want this map to seem more like a tactical game than a quick horde mode game.

As for my continued progress, unfortunately adding detail to the map is proving to be a very tedious process. This is my first foray into map making (in case it wasn't already brutally obvious) so I didn't take certain precautions during Orange phase to ensure sculpting the faces would be easy.

I'll likely try to get the map into a community test night (if MvM maps are welcome there) when it's farther along.