WiP in WiP, post your screenshots!

Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.

  1. Crash

    aa Crash func_nerd

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    I'm not sure, I sort of feel like odd angled beams jutting out of buildings is right up the TF2 aesthetic alley.
     
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  2. Woozlez

    Woozlez L3: Member

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    It's only the trusses in the gameplay area that are like this on top of buildings, the rest of those that are painted in the skybox are anchored into concrete!

    Although I think I'll be removing the truss on the tallest building and be adding two to the area with the two coal piles, as more of a visual landmark, and those will be anchored into concrete
     
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  3. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    i think it looks waaaay too unstable.

    A bit of tf2 humour is fine and good, but it shouldn't break immersion.
     
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  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I think that the TF2 universe is very careful with its slapdash feel- if they were planks rammed in to stop the ceiling falling in, then sure they'd be angled. However, they're expensive, massive, complex trusses. They wouldnt have been shoved in haphazardly.
     
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  5. Woozlez

    Woozlez L3: Member

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    I only feel strongly about keeping the trusses above the Casali building and the Gold and Guns building because of how I've used them to string wires and as visual landmarks.

    How does everyone feel about a metal platform on top of each of those buildings with concrete anchors embedded in the ceiling?

    EDIT: I'm in unexplored territory for TF2 here. I really want this map to fit within the TF2 universe, but I also want it to be incredibly visually interesting. This is an underground mining facility, and I'd like it to be stylistically similar to what is in Portal 2's underground area with the cranes. The angles I currently have the trusses at are very similar to the large tilted concrete structures and trussed cranes in Portal 2. I'd like to keep them that way because it is visually distinguishing and does not seem too out there when we're also talking about asteroid mining facilities being a part of the game.
     
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    Last edited: Jul 26, 2014
  6. Arokhantos

    Arokhantos L1: Registered

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    [​IMG]
     
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  7. Spipper

    aa Spipper Former cheese man Gorgonzola

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    Hopefully better than cp_pollution's current 2nd:
    [​IMG]
     
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  8. Crash

    aa Crash func_nerd

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    I'm starting to get pretty proud of the detailing on Glassworks:

    [​IMG]

    [​IMG]

    [​IMG]
     
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  9. shadowslasher11

    aa shadowslasher11

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    That room between Heatwave's A and B points. Probably gonna need to modify that balcony...

    [​IMG]
    [​IMG]
     
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  10. Ice Crystal

    Ice Crystal L2: Junior Member

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    [​IMG]
     
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    Last edited: Jul 28, 2014
  11. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    That particular trick requires you to hold the knifes lock away from you. Otherwise, the blade will slash your fingers after you rotate the handles around your thumb.

    I must admit that i can't really see everything that's going on in the picture because it's too fast. Is there a twist to it that i'm not seeing?
     
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  12. Ice Crystal

    Ice Crystal L2: Junior Member

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    It's the same one from the end of meet the spy, except the spy does it all slow and sideways
    You start holding the bite because you want to catch the safe handle
    [​IMG]
     
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    Last edited: Jul 28, 2014
  13. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Aye, sorry. My brother has one of these with the lock on the wrong handle. People have already been hurt by it because of that, but i seem to forget that my only material reference is improperly constructed.
     
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  14. LemonMeister

    LemonMeister L1: Registered

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    Working on a remake of the CTF map shutdown2 for TF2. It was my favorite map in TFC, and it was a shame to not have a TF2 incarnation of it. Of course I'm gonna make a couple changes, as both games play quite differently, but it will still retain the core of the map.

    [​IMG]
     
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  15. Sergis

    aa Sergis L666: ])oo]v[

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    the vvis algorithms are more robust than i thought

    [​IMG]

    however a 4 units thick 32 sided glass cylinder with a hole still brings them to their knees

    [​IMG]
     
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    Last edited: Jul 29, 2014
  16. YM

    aa YM LVL100 YM

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    You need some horizontal hint brushes in there, just above usual player height. Your visleaves are all too tall.
     
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  17. xzzy

    aa xzzy

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    Also press ctrl+t once in a while. :O

    Would instantly fix the blob of blue over the CP.
     
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  18. Sergis

    aa Sergis L666: ])oo]v[

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    ill have to do that eventually if ill want the map to have playable fps :D

    nah bro im sweet
     
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  19. wareya

    wareya L7: Fancy Member

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    non-orthogonal brushes are fun
     
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  20. xzzy

    aa xzzy

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    I'm not sure why low quality lighting did this (I haven't seen it before), but it did, and it looks kind of neat from a debugging perspective. You can see all my displacement seams. :D

    [​IMG]
     
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