WiP in WiP, post your screenshots!

Mar 23, 2010
1,874
1,699
does that last screenshot's thing become a boss monster that you fight? its got a face and everything. reminds me of the thing from wild wild west.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
It seems very open and empty - there aren't really a lot of buildings or interesting features. Look at some of the official MvM maps, they all have lots of height variation and things to block lines of sight.
I also can't really tell yet but it seems very overscaled?
Yes. Like I said in my post, this is just a raw layout. The only props so far, are some of the rocks and I plan to break up the long, empty areas with buildings, smallish towers, broken walls, rocks, pillars or props or whatever.
I should have used dev textures to clearly indicate that it's far from being finished, but I hate dev textures. I'm unable to make a map and have a good feeling about what it will look like if I use only dev textures at the beginning.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
Working on a more intricate and detailed Torii for the japan pack, the one in suijin now is pretty basic. I may update it, but this one is supposed to be for large, perhaps out of bound detail areas rather than gameplay areas.

torii204.jpg
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
If you make a wide one i think it could be very suitable to act as an outside doorway. Even allowing soldiers to stand on it.
Yes. Like I said in my post, this is just a raw layout. The only props so far, are some of the rocks and I plan to break up the long, empty areas with buildings, smallish towers, broken walls, rocks, pillars or props or whatever.
I should have used dev textures to clearly indicate that it's far from being finished, but I hate dev textures. I'm unable to make a map and have a good feeling about what it will look like if I use only dev textures at the beginning.
Well, what is more important is that the map doesnt play flat. There allways must be 2 heights all players can use at any spot. Most mvm maps have a very flat base ground, but next to it there is allways a lower or higher part.

They provide multiple things:
  • Its breaks a direct view for a sniper. If the sniper has to aim downward he often still is forced to move his mouse to hit. He cant simply stick on 1 point and wait till bots pass
  • People prefer to set up on higher ground. Especialy engineers (although its bad behaviour - but on easier modes it helps them greatly). And for teleports its extremely important
  • Its a better way to flee. Once on a higher ground bots are less likely to hit you. Even on a lower ground if you walk near the edge it provides cover
  • It looks better
  • Spies use the cover to uncloak in. Lack of cover makes them visible far too fast. On bigrock you see this mainly as there is only 2 spots they come from when in the cave. I never see them uncloak from behind that rock.

Without changes in ground you cant even test waves as they affect the balance alot. If you are on a higher ground you are more situation aware which is important if you died or did run. You might be less effective during that moment but it allows you to get back in the battle faster.

Its still good to check walk distances and get information on where people would like their cover. If the engineer cant find a spot he likes you have a serious flaw.
 
T

The Asylum

You should make a BLU skin for those, if you're ever planning on letting other people use them
 

re1wind

aa
Aug 12, 2009
644
588
oh yeah, I forgot about that competition.

Time to use some of my exotic designs lying around gathering digital dust.