WiP in WiP, post your screenshots!

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
799
I've been working on a modification of Zeq's domintion prefab. I decided that in order to reward the winning team, a neutral resupply room would be pretty cool. It is not a spawn room, just a resupply room like in the basement of 2fort.

When one team owns 4 control points, the resupply room becomes available to them and unavailable to the other team.
D597A852A248373B5E6EEE3A1855E5D2B16ACED7

0D852FBBF75AEB8E96277269CE3FA48793B43684

D2084035188BF180C6554F55BC0EB44E78F6080E


The sign starts hidden, and the room is inaccessible by either team at the start of the round. When a team owns 4 control points and looses one, the resupply sign disappears and the room becomes inaccessible to that team again.
08E55769DEBCC934E450693E66623565BA7A576F
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
I've been working on a modification of Zeq's domintion prefab. I decided that in order to reward the winning team, a neutral resupply room would be pretty cool. It is not a spawn room, just a resupply room like in the basement of 2fort.

When one team owns 4 control points, the resupply room becomes available to them and unavailable to the other team.
D597A852A248373B5E6EEE3A1855E5D2B16ACED7

0D852FBBF75AEB8E96277269CE3FA48793B43684

D2084035188BF180C6554F55BC0EB44E78F6080E


The sign starts hidden, and the room is inaccessible by either team at the start of the round. When a team owns 4 control points and looses one, the resupply sign disappears and the room becomes inaccessible to that team again.
08E55769DEBCC934E450693E66623565BA7A576F
Just don't forget to let people still be able to exit it when it gets closed off.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Glassworks "Truck Room"

I'm impressed by how you can make such a simple structure look so great. I really don't like the paint patches though, especially the red one. They seem too "dirty" for such an clean building. Also that stripe on the pillars in the second screenshot would look way better, if it matched the tile stripes on the walls.
 

Crash

func_nerd
aa
Mar 1, 2010
3,320
5,500
Yeah I wasn't sure about the paint patches, but I wanted to introduce a bit of color and break things up a bit. I'll probably try to figure something else out for those purposes.

And yeah those pillars were supposed to match the walls but I accidentally messed them up just before compile and didn't notice until after the screenshots. Whoops.
 

xzzy

aa
Jan 30, 2010
815
531
Yeah, the paint swatches look kind of goofy.

I'm not sure the observatory tower works either, it's got the right shape and makes the building more interesting but doesn't really fit what otherwise appears to be a garage of some sort.

But maybe that doesn't matter because I still don't know what the hell the theme of glassworks is supposed to be. :O
 

Crash

func_nerd
aa
Mar 1, 2010
3,320
5,500
The observatory is supposed to be a nod to something more than what's on the surface is happening at this glass making facility, a spytech type thing. First/final's building is the factory facade itself with all the spytech trimmings. The second CP areas are just the shipping/ receiving parts of the compound (the next update will make this much more obvious).

Then it meets in the middle where it's s bit harder to justify the detailing. I'm still working on that. Probably just the no-man's land between the two rival compounds and a shack for reasons.
 

re1wind

aa
Aug 12, 2009
644
588
the only thing that doesn't fit are those metal sheet rooflets. I know there are others in the bulletcrops pack, but they might be too wide for the sidewalk.