WiP in WiP, post your screenshots!

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Id say go easy on that red, but other wise looking really good. also maybe brighten it up?
It will become brighter. Its ment to be a primary defensive spot so light is the best indication for that. Note that the only light in that room is from the skybox texture and 1 manual light spot with only 400 on its intensity.

The reason i say red isnt that good is because the area is kinda a neutral spot. Once the bots cap it and the room would still be red it would be odd to see a red room for a blue team. Although blue might not be that good, grey at least should work.

The room itself however isnt going to change alot other than recieving some more prop details. But since valve isnt done on their map yet im not going to change that instantly. I first want to know what props (and textures) i could use in the end.

I know the red color is nice, but that realy can only be used on the pit area since that would be the red base itself.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
3dnrav-1.jpg

3dnrav-2.jpg


New map, new collab :D (it will be a pl 3 stages).
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
1,850
Some detailing for my current map, cp_talon:




It's still in alpha, but whatevs. I had some time before Alpha 2 was to be tested.

I'm sorry that clicking the images leads to Mediafire; I'm having some trouble figuring out Dropbox image posting.
 
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puxorb

L69: Emoticon
aa
Dec 15, 2013
533
802
I don't think its busy so much as it is overly-brickified. Some texture variation would be nice, maybe even make the roof-line varying heights. As of right now its pretty flat.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
2,364
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I think the brick texture is fine; it's not as noisy compared to this circled area:

Wy8euEE.jpg


Even though the bricks are rather noisy, a large swath of them will blend together and be seen as mostly the same color. Creating larger areas of just brick and removing like 40-50% of your current detailing in that circled bit will increase contrast and draw the eye more.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
221
Not at all TF2 related, but still a WIP (sort of)

EXgo1ew.png


This is basically a test skin, so nothing fancy, but I'm still learning how to make skins for Global Offensive.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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Will it actually be functional this time?
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
pl_spacebomb
 

Woozlez

L3: Member
Jul 28, 2010
129
287
This was the previous flank to the right side of the pit in MVM Underground. I thought it was too visually distracting, especially when first entering the map from spawn.

tWkzcEX.jpg


This is the new side of the pit, which keeps the area around the pit more symmetrical and conducive to vertical combat.

KemfaAd.jpg


You can see in an overview of the pit area that the flanking bots now get visually funneled through the cave structures, and that the stairs to access the flanking sides maintain an abstract symmetry.

X6a13vx.jpg


When bots take the right path, it's now more obvious that the bots are dropping off towards the central path, or continuing with the flanking path. Think about the bots in Decoy, and how they flank along the high route. That's similar to what I was attempting with the varied layout on this side, but still giving the bots the chance to continue with the central path and assist with the bomb.

bjBNLH3.jpg


Finally, just another pretty screenshot of the skybox:

c2u9Xb6.jpg
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I've always loved that skybox, but I can't help but think it should be getting darker the further out it goes.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
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550D7BFE5A81E3898FFED430F979E8B484545A8A

695F85DCCC887733CE6E8B137F6C5AE9A34784E4

actually a slanted "V" but source kinda made that hard to tell