WiP in WiP, post your screenshots!

YM

LVL100 YM
aa
Dec 5, 2007
7,158
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Way better.

Kerning on excavation is odd and change the font on division to one less.... rounded.
 

re1wind

aa
Aug 12, 2009
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progress(?)
22C980AE0EBA5EC4927B9E5CB2E5F813E9BF5558

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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
It's arare that i post hammer shots, but

nat20_pult.png
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
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Sorry, too, for the Hammer shot, but this is super early WIP.

I'm completely remaking crash_72 from the ground up under the name cp_glassworks. Complete scaling overhaul and route adjustment, as well as remaking final completely. This is what the final is looking like so far:

GlassworksFinal1.jpg


I wanted to play with big curves, height differences, and asymmetry in the final area. Lower trench will get a floor eventually and lead to a route circling around outside of the building.
 
Mar 20, 2012
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
why not just use sawmill's rain effect?
 
Mar 20, 2012
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Psy's particle effects have a collision modification to them so it can determine when an object is blocking the rain effect, preventing the system from raining indoors. In the case of Congo, I have a lot of indoor areas scrunched up around the outdoor areas, so being able to use Psy's particle effects meant I only needed to use 3-4 systems to cover my areas.

Plus he has a cheap version of it which doesn't crap all over performance as badly as sawmill's ones do.

EDIT: This is, of course, assuming Valve hasn't screwed around with the particles since the steampipe change. I'm still trying to put things together again since the SDK was broken.
 
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T

The Asylum

Do you mean the Steampipe conversion? Because I was reading that and thinking, "when has valve EVER updated Pipeline?"
 
Sep 19, 2010
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Completely reworking my 3CP map Canyon Ferry. Here's a look at the second control point. Hoping to have a playable map by tomorrow. Will be updating the map's thread soon!

cp2.jpg
 

re1wind

aa
Aug 12, 2009
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Not worth a separate thread yet. cookie if you spot the dead pyro, and those two robo-heavies are just for scale.


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Oct 6, 2008
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Box Canyon A2 is in progress - doing displacement work and staring to add in props:

pl_boxcanyonA2-01.jpg


pl_boxcanyonA2-02.jpg


pl_boxcanyonA2-03.jpg
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,820
Box Canyon A2 is in progress - doing displacement work and staring to add in props:

I think you should take some time and just work on your environment lighting settings for a hour or two (much less if you know what to do). It's a worthwhile time investment and will make these images look SO much better.

- brightness doesn't match the skybox texture
- the sun angle is completely off. Nothing is casting any shadows because the entire map is in shade, it makes it look very flat.
- you are lighting the play areas with very strong pure white lights, it doesn't look real and props end up lit very strangely.

Maybe you don't think it's important to worry about the lighting early on, but I disagree, it's a very simple "fix" to improve the maps aesthetics drastically. A map that is pleasant to look at will naturally make people more interested.

There is no shame in just copy-pasting in a proper lighting setup that matches the skybox. Or follow the numbers listed on here https://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf for a base direction.