WiP in WiP, post your screenshots!

Oct 6, 2008
1,965
450
thanks for the info - it helps.

For the bio-dome - ya the floors are still pretty flat - I was thinking of putting in a waterfall or a fountain or something. I'll have to break up the floors more for more displacements.

Re the right shooting - is this actual weapons or the players viewpoint - ie. switch weapons to the other side of the body.

Spawns - 2 main face to face, 2 alts on either side of the bio dome which has a Y junction - you can either go into the dome on go further to the outside (slide 2)

Re barrels # 6 - you given me an idea to put a gate structure in there instead of them :) I needed to cut down on the sight line!

There are health ammo's off to the sides that aren't seen in the shots and that one on the bridge is super important as there are doors to the right which open later. Hopefully after a final check I can post the B1 tonight :)
 

Silver_Knee

L1: Registered
Nov 1, 2014
2
0
Hey, I'm new here. I think I'm in the correct thread to show off some screenshots.

I don't know how you feel about surf-maps but I loved them in CSS and made some surf_de maps there, where you had to plant the bomb / defuse by surfing to the bombsites, etc.

I saw some surf servers for TF2 and got my installation to run surf maps. So I mapped a - simple - surf_cp map. The map is mirrored but both teams can surf in both halfes.

surf_cp_canyon_b1_1.png

This is point R. You can surf on the roof and even stand at the top. But this is very time consuming and you arent agile, so if you are under fire, you'll need to leave. Above the left entrance, the roof is flat any you can plant a sentry. The wall in the front isn't wide enough for sentries but you can stand there well.

surf_cp_canyon_b1_2.png

This is point E. You can conquer it only after your team has both R and L and it will end the game if you do. The grey block on the left is one of the two jails (each for one side). If opened, the players get to surf the short distance to the point or stand on the border. The surf track that goes way to the back ends on the roof between R and L. The "void" around the last point will teleport you to your spawn point (not to the jail), so you can start the map over and go to R or L for example.

surf_cp_canyon_b1_3.png

This is the start. I know it's risky to place both teams directly next to each other. I tried to compensate that with extending the wall in the middle onto the track. Once you are on the track it's hard to aim and do much damage, but maybe the wall should be longer.
Both starts have two exists. One in the middle to the track and a second one at the side where e.g. heavy can't jump on the track. There is some limited space where engeneers can build teleporters. Sentries can hurt starting player but won't push them off the track. In the bottom right corner, you can see a small stand, where you can land - too far for a sentry to reach you and shoot it. On the other hand you are a easy target for snipers there.

surf_cp_canyon_b1_4.png

Overview for the two spawn points. No players can go up here. They are pretty close but I used two floors and remotely located stairs in the house to stretch the way between them.

surf_cp_canyon_b1_5.png

This is one of the jails. Since Pyros have an advantage in this small area, I placed it mostly in water, deep enough to extinguish fire.

So... what do you think?
 
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Géza!

L4: Comfortable Member
May 12, 2008
183
40
8393D585866DA82912683A6E421E61CFF1C71919


BLU spawn of cp_assault is also shaping up, though I'm dissatisfied with the lights. Any ideas?
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
-snip-

BLU spawn of cp_assault is also shaping up, though I'm dissatisfied with the lights. Any ideas?

Make 'em brighter.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
I admit, I was a lazy git with those lights and copied the cp_badlands method of pairing 'em with invisible texlights. Doesn't seem to work that well for lights running along a wall.

Does anyone know what colour the blue light textures exactly emit?
 
Oct 6, 2008
1,965
450
Actually, make your windows smaller and then use the lighting effect that has the light stream coming down (there's a model for it somewhere) put the model under the window and change the sun's angle to match it for a cool looking effect. the window size should match the model size for it to look good. you can potentially add in more widows with this effect.

Then do your other lighting sun first to get ambient coming in from the outside then light the inside. maybe add in some dust sprites too :)

light doesn't emit colours - colours are seen because of the object being lit has reflective properties - that's where colours come from.

If you're looking for straight daylight the temperature is 5600 K. (blue sky) 3200 (yellow or in the shade)
 
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Géza!

L4: Comfortable Member
May 12, 2008
183
40
light doesn't emit colours - colours are seen because of the object being lit has reflective properties - that's where colours come from.

If you're looking for straight daylight the temperature is 5600 K. (blue sky) 3200 (yellow or in the shade)

Oh come on, you know what I meant :p

I really can't find the RGB value of the blue_light texlights
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
So for a school acceptance thing I have to design a game. So I go for rockets. Now I have to do stuff with them.

Warning: big pictures. Lot's of pixels.

One of the 8 rockets I have:
HzveURH.jpg


The blown-up version:
4puuyEI.jpg



No, they're not physically true to the real world. In fact this one will be destroyed if it ever had to re-enter the atmosphere. But it won't, so I don't care.


Rockets made with the aid of Kerbal Space Program and a super awesome plugin called Kerbal Vessel Viewer for making these awesome shots.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
So for a school acceptance thing I have to design a game. So I go for rockets. Now I have to do stuff with them.
-snip-.

May I ask what school? I'd be very interested in specifics, if you don't mind sharing (if you can share).
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
May I ask what school? I'd be very interested in specifics, if you don't mind sharing (if you can share).

It's game design at some school in the Netherlands.

Unless you're Dutch, you can't read/speak the following words: Hogeschool voor de Kunsten Utrecht, or HKU.


Also, thanks for the 100th thanks :)
 
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Lain

lobotomy success story
aa
Jan 8, 2015
723
757
First time detailing on my redone koth_satori

OpFcEIn.jpg


F1ceSrx.jpg


not the best, but hopefully its good enough.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
Not a bad start.

Some of your pillars (first image, just left of mid) have horizontal wood texturing, that looks really weird. Rotate that 90degs to look more like a solid, single piece of wood on end, not a layered cake of wood. (You do this in some other areas, like the door frame).

Also, your posters/pictures are kind of really big or just, not really in good spots. Why would there be a HUGE mountknife back poster all the way up there? Those are usually smaller and lower. Alos, the employee of the month picture is definitely too big. Those are usually a bit smaller. (unless thats a prop, in which case I still think it's too big).

Also, the chicken wire scaling is HUGE. Drop that down from .25 to like, .05 or .1. The Chickens could escape through that!


All in all, not a bad start.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
First time detailing on my redone koth_satori

-snip-

not the best, but hopefully its good enough.

Looks very reminiscent of the blue spawns on Thunder Mountain. Nice start.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850