WiP in WiP, post your screenshots!

Dr Forrester

L2: Junior Member
Aug 15, 2008
60
23
This is my "OMG I don't know what the fuck I'm doing so I'm making an Invade CTF" map, pre-alpha:

ctfoceanstadiuma10000.jpg
 
T

The Asylum

Whatever the new game mode coming up in the Polycount update is, I hope I can make it work with Melee-Only (unlike PL/PLR). Why? Because I get to show off Melee Fort in a snowfall

meleeforta4snowy0002.jpg


...or I may just turn CTF Melee Fort into a snow theme if it doesn't...
 

Acumen

Annoyer
aa
Jun 11, 2009
704
630
some robot witchery: Marvin The Second :)

robot_wip1.jpg
 

Whated

L2: Junior Member
Jul 23, 2010
89
26
For awesomeness... lol ^.^

EDIT: Its looking nice Acumen
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Whatever the new game mode coming up in the Polycount update is, I hope I can make it work with Melee-Only (unlike PL/PLR). Why? Because I get to show off Melee Fort in a snowfall

...or I may just turn CTF Melee Fort into a snow theme if it doesn't...

Good luck making melee-only work.
 
Mar 23, 2010
1,875
1,700

Everything and everybody is a troll. WIP in WIP is now a troll thread. mods please delete. anyways, i think melee-only works about as well as it could in theory, and there is really no ways to improve it.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
630
thanks guys :)
originally it was for goobas map. but i don't know if he still needs it or would use it. so it goes off in the space theme folder ;)
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,989
tachyon_tele_test0001.jpg


Modeled by Matt, skinned by me, unfinished by me, and you best hope - not pointed at you.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The tachyon emitter produces very little heat upon charge up, so no, it's quite cool.
 

Goblinoid

L1: Registered
Sep 22, 2010
6
3
Hey guys, I've been mulling over some map concepts and I wanted to share/get feedback. Currently just sketchup models, but the intention is to make a pronounced high-ground/low-ground KotH battlefield, specifically featuring rooftops. The CP located the level below the center building's roof. Night-city themed; RED and BLU are both breaking into a third party's spytech office lair to take over their operations, but run into each other and, of course, duke it out.

I'm really unsure how I want to break up the interior space and the heights between buildings; I like the idea of rooftop battles without instakill drops off of every ledge and sneaky alleyways to get behind enemy lines. Do I give a spawn out to the rooftops themselves? I like lots of vertical space, but how much is too much, especially for travel times up stairwells, etc.?

Original concept
Top-down view
Top-down view with spawn markers and tight orange alleys (2x player width)
1st floor (indoor spaces)
2nd floor (light grey = rooftops)
3rd floor
4th floor

Current concept
mapconcept002a.jpg