WiP in WiP, post your screenshots!

Zeigh

L2: Junior Member
Jul 13, 2012
60
18
Oh, I didn't know a thread like this existed.
Well anyway, here's a few screens of the map I'm working on.

13503887230skytemple3.jpg

13503887230skytemple2.jpg
 
Oct 6, 2008
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tyler

aa
Sep 11, 2013
5,102
4,621
Kind of been hastily working on this for the hell of it. Been like a 2-year hiatus of not actually trying to create a new map because I suck at it, but that's just because I don't try very hard.

asfgdas.jpg


I wanna post to the WiP thread too, though.

Come back PlipPlop
 

A51

L1: Registered
Jun 21, 2012
18
8
EC3984F13C2B7F92316C783C1D330B28B1EA0C2E

252A62920DF9FDBBD923AEB1B49BA878B1FCD5C7

878CEEF738E9586DD72B92E23520FFCF83485956

1592532122E3CF7B416A968BBE6CF4E7E39BE182

Images of a map im working on, lights are funky because VVIS.exe is set to fast, takes longer than 2-3 days to complie and is hell on my CPU.
Anyways, water isn't deep enough to extinguish flames, adds a nice touch I think. Its a KOTH map most ledges can be reached by crouch jumps, a lot of ledges are designed for scouts. Suggestions Please.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
If it's taking that long to compile, you need to optimize. Did you func_detail stuff yet?
 

tyler

aa
Sep 11, 2013
5,102
4,621
Optimizing is not something you save for later. Do it as you go so Hammer doesn't punish you with 3 day compiles. It isn't hard: making things func_detail is literally just clicking on it and hitting Ctrl + T.

You don't need to do a full optimization pass right away, but the basic stuff like func_detail and areaportals make your early compiles much faster.
 
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Zeigh

L2: Junior Member
Jul 13, 2012
60
18
A51: Looks nice, reminds me of one of those paintball courses in warehouses.
For faster compile, you could set the lightmap scale to 32, or 64 even, if nothing else.
 

phi

aa
Nov 6, 2011
832
1,815
1592532122E3CF7B416A968BBE6CF4E7E39BE182

Images of a map im working on, lights are funky because VVIS.exe is set to fast, takes longer than 2-3 days to complie and is hell on my CPU.
Anyways, water isn't deep enough to extinguish flames, adds a nice touch I think. Its a KOTH map most ledges can be reached by crouch jumps, a lot of ledges are designed for scouts. Suggestions Please.
If those pyramids and things sticking out everywhere aren't func-detailed I see where your problem lies
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
WiP for A4 of PL_Station (yep, still no idea for a new name and im lazy)

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Overview of the new final spytech point ! There is going to be a second path behind the rocket to the area just next to that spawn room in the middle (which is used when RED caps mid) First spawn is behind the rocket

4C7097D0B6F660F346948C1B687F4DF645FB8412


Non aerial view
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
It still looks way too narrow. There really aren't any ways around that avoid the central path, everything is just one big hallway or minor offshoots. That chokepoint before the rocket room looks brutal.

Yes, but that's why I posted in the WiP thread, I had just finished remaking mid and only adapted the previous hallways. Im going to rework it with more height variations and paths to up mid :3

The hallway before the rocket room is the only way there ... for the moment ! ;)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Aww. Such a cute little black hole. I want to feed it things.