WiP in WiP, post your screenshots!

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
In my case it was a circle, not even octagonal. Still, i would prefer a square building in that case anyway.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,495
Im sure Alys map is set in Japan? so having Chinese architecture would seem weird.
 

kureidosniper

L1: Registered
Dec 16, 2013
5
2
Here's an in-game screenshot of a map I made, which is inspired by a place I'm familiar with. Currently lacks details of windows and closed doors at the moment.
BxKXX7I.jpg
 

Garuda112

L1: Registered
Sep 4, 2013
38
36
Remember that Alpine/Highlands/Snowy Desert/Whatever the Heck it is theme I posted earlier? Well, I'm making progress on the accompanying KotH map. Its not yet playable, as I have a little more alpha detailing/tweaks and some nasty sight lines to address (maybe lengthening the map too) Also, I'm taking displacements with a new angle (pun intended) as I want to make more natural formations without molding them from perfect squares, like I used to.

http://imgur.com/zvPbFxb
 
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Oct 6, 2008
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Ok trying a new canyon style from an old theme - it's an Alpha:

pl_grab_the_gold_a1_02.jpg


pl_grab_the_gold_a1_03.jpg


pl_grab_the_gold_a1_05.jpg


pl_grab_the_gold_a1_06.jpg


pl_grab_the_gold_a1_08.jpg
 

re1wind

aa
Aug 12, 2009
644
588
first impression is that it's quite open and overly complex, route wise. re-using space is fine but thunder mountain's final stage isn't particularly fun to play on.
 

soylent robot

L420: High Member
May 26, 2009
499
394
first impression is that it's quite open and overly complex, route wise. re-using space is fine but thunder mountain's final stage isn't particularly fun to play on.

It doesn't looks as bad as TM's final stage gets though.

I cant be the only one who thinks that particular stage would be fine as a single stage PL map, right?
 
Oct 6, 2008
1,965
450
ha forgot to mention that it's a single stage map
 
Oct 6, 2008
1,965
450
T

The Asylum

Think it's possible for Valve to edit the "pinning ragdolls to the wall" code to apply to dynamic props, so that when the drill touches a RED player it bores through them, and drags their ragdoll along with it

because that would be AWESOME
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,581
How many ragdolls are we proposing can stack up before it stops working?
 

re1wind

aa
Aug 12, 2009
644
588
How far into that number will 99% of all clients start complaining about significantly reduced performance? I say 1.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
How far into that number will 99% of all clients start complaining about significantly reduced performance? I say 1.

0. Nothing will ever stop TF2 players from complaining about lag. TF2 players should stop using computers built in the 90s.
 

Gamemaster1379

L1: Registered
Mar 7, 2010
17
11
I hope you're all ready for some hilariously crappy mspaint sketch art of a map in 2D design.

For my Team Fortress Historical museum concept, I may have found a mapmaker willing to do the hammer work if I can come up with some layout designs. Right now I'm only concerning myself with top-down perspective to see how the map will flow. Nothing here is concrete, anything (and possibly everything) is subject to change. Bear in mind, that nothing is necessarily to proportion.


Link to map layout

So, with all of that in mind, the idea here is that this is a large museum-esque map. Indoors (with high ceiling). No tanks. The "stage" and flank spawns are one large amphitheater room. Only small bots can come from the flanks, but the stage is going to be for all large bot spawns. The grand hallway and whatever path they take will of course accommodate their enormous size.

Instead of going conventional walls and buildings that block and segregate paths. The museum concept will focus on using "exhibits" to instead differentiate pathways. Exhibits are planned to be a mixture of "paintings" (walls with gallery photos hung on them, easy way to create solid, low-poly structures to separate the map at little cost), and static RED bots in various poses and positions as "exhibits".

The final area will have four types of approach. The two lower pathways on each side, and each pathway will also have stairways to a second floor. The second floor will have a catwalk that's above the players spawn (think cp_process), that bots can drop down from.

The red fenced off area is something I was simply toying with, and possibly a gimmick I'll remove. Think velvet rope, separating an entryway off. Players and bots won't be able to use it to walk through (maybe it will be accessible to higher jumping classes such as Solly, Scout, Demo, Detonator Pyro), but the main attraction to it is that is simply a sightline to see what's coming and actually combat through. For a pushed back team, a sniper could be perched behind the ropes and get his picks.

I have never designed a map before, and quite frankly, I never intended to either. This isn't my specialty, but I don't have much of a choice. I've made this into a team project and already have several contenders in other areas--but mapmakers are a harder specialty to come by. I can't keep waiting, so I'm trying to get this off the ground myself. So, please, be gentle.
 
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