WiP in WiP, post your screenshots!

Tumby

aa
May 12, 2013
1,087
1,196
It's moss
And jesus dude, that grass picture is like a bazillion pixels. Why you doing this to me?
 
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Berry

resident homo
aa
Dec 27, 2012
1,056
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It's moss
And jesus dude, that grass picture is like a bazillion pixels. Why you doing this to me?

Seeing as you're making a whole bunch of them, how about some of these:
  • Red desert dirt
  • Gravelpit grey dirt
  • Alpine dirt (not the grass)
  • Moss from that one wood texture
  • Maritime beach sand?
  • Egypt sand
  • Various coal and rock textures
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Glad I sketched out the majority of this monster, which is planned to be a Steel-style map set in an forest.

Forest_Overview.jpg


I'm really hoping to get the scale on this one. I'm thinking about reworking the distance from Blu's spawn to A until I'm happy.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
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Is that a free flowing connector between A and B? That could be very interesting.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Is that a free flowing connector between A and B? That could be very interesting.

It's not the most elegant path, but it's certainly there. Now that you mention this, I'm debating having both points open from the start, a la Gravel Pit (but I'm not sure if I would auto-cap A if B was capped).

Edit: The WiP A point, as I continue to work on the scale:

Untitled.png


Crash will be happy to know that I've began the clipping process from the beginning! :D
 
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Géza!

L4: Comfortable Member
May 12, 2008
183
40
4E0B4CA0E0D70F798E5D37FF2D11A1E56827AECB


cp_assault is coming along nicely, and the lighting library is a huge boost to getting the basics down!
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
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Glad I sketched out the majority of this monster, which is planned to be a Steel-style map set in an forest.

-map plan-

Damn, your plans are way neater than mine.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
It's not the most elegant path, but it's certainly there. Now that you mention this, I'm debating having both points open from the start, a la Gravel Pit (but I'm not sure if I would auto-cap A if B was capped).

IMO it's probably a better idea to just stick to the already proven dynamics of Steel-type A/D. Having both A and B cappable from the start would only serve to create confusion, and it would be much more complicated on your end as well.

It would also be a nightmare to defend.
 

Megascatterbomb

L1: Registered
Jul 9, 2014
21
6
It's not the most elegant path, but it's certainly there. Now that you mention this, I'm debating having both points open from the start, a la Gravel Pit (but I'm not sure if I would auto-cap A if B was capped).

Edit: The WiP A point, as I continue to work on the scale:

-snip-

Crash will be happy to know that I've began the clipping process from the beginning! :D
Looking good! I've started a steel like map as well. A train runs behind A, and blue team can go across the tracks to flank B. My advice to you would be add lots of signage and try to have every point have at least one route to E. That way the map can "open up" as blue moves through the map. :)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
It's not the most elegant path, but it's certainly there. Now that you mention this, I'm debating having both points open from the start, a la Gravel Pit (but I'm not sure if I would auto-cap A if B was capped).
If its placed like:
Code:
A  -  B
|     |
D  E C
Then i would suggest That A unlocks D and B unlocks C. So there still remain 2 points open at once. Or once both A and B are capped C and D get unlocked. However, the transition between having to defend 3 points, then 2 points and then agian 3 points might be odd on that last one.

And keep in mind it would make it very busy for red to defend 3 points. Early on it might not be a problem, but if they managed to cap both A and B then it shows they do have some pushing power.

It surely would be a nice addition to systems that exist in maps. But balance wise it might be hard.

What specificly should be important is the accessability of E. Initialy i would make it only easily reachable through C and D. A and B have it fully locked off. Since they have to defend 3 points having E instanlty easier to reach might be a bad idea. This at least would slow the progress of reaching it. Giving red to defend 2 points is in many cases already hard enough as gravelpit often shows. Especialy since those points are far away from each other (where in steel C, D and E are close to each other).

Once A or B is captured they open another path to C and D making it alot more reachable. In turn making E also easier to reach. However, E remains hard on this point. And red stays in the forward station (so they are between the 2 points that are open)

Then once 2 points are capped red moves to the 2nd spawn. And during that the other side point also gets easier to reach.

For C and D the results would be opening a major direct path to E from A or B. The result on this would be that instead of 3 points of which 2 can be taken a bit easier they now would have just 2 points to defend. The harder to reach one is countered as it became easier to reach.

And when both are capped the same happens for the other side. Blue gets 2 major paths to the point (note that gravelpit does this aswel although each path is split into 2, but you already have that by the older side paths).

Most important remains that EVERY capture should have something that matters. A minor buff from A yet a major buff from B and C could mean that they never will attempt to attack A unless it is to extend the timer.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Damn, your plans are way neater than mine.

Oh, interesting story, I developed this style on planning way back when I mapped using the Perpetual Testing Initiative for Portal 2. I was thinking about releasing the system for other people to use - Would anyone be interested?

Plans? What are plans? :confused:

I'll tell you, forcing myself to sit down and put everything together sure was difficult. I tried making a map of this gamemode without plans, and I couldn't get myself past approximately 10(?) brushes.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Oh, interesting story, I developed this style on planning way back when I mapped using the Perpetual Testing Initiative for Portal 2. I was thinking about releasing the system for other people to use - Would anyone be interested?

I would be interested
Finaly my real 200th post.