WiP in WiP, post your screenshots!

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
C98488F49D0F45C748E02434648F27C6D80FA30D


Gasp. A new decamillenium
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
294
This is nothing; there's a forum I frequent with over 6000 pages in a main thread.
 
Sep 19, 2010
476
500
This WiP thread was really interesting when I first joined. Can't remember how many pages there were at the time, but I made sure to start from the beginning and go through every single one. Not sure I'd do the same if I were to join today. :p
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
cqf8MZt.png


Time to call the CSS guy.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
That's kinda intense. At least to me. I suck at displacements.

You're not the only one, look at that mismatch right next to the blue axis! Step up your game wareya!

ninja edit: it looks like all the cliff sections are different heights too :S
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Not just that, but he also used a few displacements to cover the areas where it doesnt go well. Didnt you have a guide before explaining how to make displacements actualy sew well? It might be harder to do it on that area, but its not impossible.

Too bad i never realy made such creations as i find them interesting to make, but the maps i made simply didnt need them.
 

xzzy

aa
Jan 30, 2010
815
531
I'd recommend decompiling upward and studying how they made their cliff walkway. It's nothing crazy, just a good example of how preparation makes a job easier.
 

ThrowingPie

L1: Registered
Apr 6, 2014
28
30
A idea I had floating around in my head that I hope to turn into a map.
(It still needs "some" work)

2014-04-26_00005_zps49d14335.jpg


The Spawn room
2014-04-26_00008_zps970430af.jpg


The intel stand
2014-04-26_00006_zpse9350166.jpg


Entering the main hallway
2014-04-26_00002_zps7d07fa61.jpg


A small detail room
2014-04-26_00004_zps9b8a5f6b.jpg


Outside one of the spawn exits
2014-04-26_00003_zps6fdfa298.jpg
 

seth

aa
May 31, 2013
1,019
851
AustralianHH, I really like the simplicity of your visuals. They add to the map in a nice way without being distracting. However, judging by your screenshots the map looks a bit linear and closed-in. I think the more mobile classes aren't going to have quite so much fun on the map if everything has a shallow roof with little openness.
 
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xzzy

aa
Jan 30, 2010
815
531
Experiment with raising the ceiling ~100 units and putting cross beams where the ceiling is now. Guarantee you'll like the gloomy effect it creates, and it'll keep everything from looking like a rectangle.
 

ThrowingPie

L1: Registered
Apr 6, 2014
28
30
Thanks, I built this off a brain storm I had and only after building it did I realize that it greatly limited the effectiveness of certain classes