Buy Elder Scrolls Online: Greymoor for PC at Green Man Gaming

WiP in WiP, post your screenshots!

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

  1. Acumen

    aa Acumen Annoyer

    Messages:
    704
    Positive Ratings:
    626
    shit, why did you already start.
    you were not supposed to participate in this at all.
    It was my turn instead ;(
     
    • Thanks Thanks x 2
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,113
    Positive Ratings:
    6,481
    Are those computers blocking people getting to those other computers?
     
    • Thanks Thanks x 2
  3. Deloras

    Deloras L2: Junior Member

    Messages:
    98
    Positive Ratings:
    89
    I can ensure you they don't.
     
    • Thanks Thanks x 1
  4. skinnynerd

    skinnynerd L2: Junior Member

    Messages:
    57
    Positive Ratings:
    14
    The CP looks too dark. I almost didn't notice it.
     
    • Thanks Thanks x 1
  5. 309blank

    309blank L1: Registered

    Messages:
    24
    Positive Ratings:
    5
    Dambreak pre-Alpha

    Yeah, after I abandoned my first project because it was very leaky and proving frustrating to fix, I started out on a new map. It will be payload badwater style, even though I don't know yet if I shorten it by one Point. The theme is the awesome swamp theme, which I have really fallen in love with.

    Story: Blue wants to destroy a dam. That's it. Fortunately red build traintracks conveniently leading right into their base!

    And here the first pic, it will be the starting area with the blue spawn building and I already blocked in a building that will be the staging point for reds defensive efforts.

    [​IMG]

    I had one compile a few versions earlier to check the scale of the spawn. So just hammer pic for now
     
    • Thanks Thanks x 1
  6. 3Dnj

    aa 3Dnj Ducks

    Messages:
    289
    Positive Ratings:
    592
    I's beena long time I want to make a egypt hoth map, so here we are :

    [​IMG]

    [​IMG]
     
    • Thanks Thanks x 1
  7. Okrag

    aa Okrag Wall Staples

    Messages:
    1,029
    Positive Ratings:
    655
    Very yellow, could use some team colors here and there to add some color contrast and direct the eye.
     
    • Thanks Thanks x 1
  8. Acumen

    aa Acumen Annoyer

    Messages:
    704
    Positive Ratings:
    626
    do you have problems with your host ?
    Cause these images load as fast as a 10 MB bitmap for me :eek:
    Also agree on the too yellow comment.
    I don't know why everyone destroys their egypt maps with this overly yellow tint. It already has sand and stone that is yellow. These 2 elements totally need a countercolor :)
     
    • Thanks Thanks x 1
  9. tyler

    aa tyler

    Messages:
    5,101
    Positive Ratings:
    4,604
    They loaded fine for me.

    Anyway, it looks great, but it is very yellow. Not sure about that.

    What are those crate models?
     
    • Thanks Thanks x 1
  10. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,692
    Hoth is a snow planet :3

    Yyler: the big ones are brushwork; the ones up top in the second screenshot are probably miningcrate001/002 (or whatever they're called).
     
    • Thanks Thanks x 1
  11. tyler

    aa tyler

    Messages:
    5,101
    Positive Ratings:
    4,604
    I was talking about the ones that are brushwork. Just wasn't sure if it was a model using that texture! Thanks, you're probably right.
     
    • Thanks Thanks x 1
  12. 3Dnj

    aa 3Dnj Ducks

    Messages:
    289
    Positive Ratings:
    592
    yes, this is a brush. For the color, i'm using a color correction so it's easy to make it less yellow, but actuallt I like the map like this. I will probably find something to make good contrast.

    And it's koth of course :p
     
    • Thanks Thanks x 1
  13. RaVaGe

    aa RaVaGe

    Messages:
    732
    Positive Ratings:
    1,201
    You could add some torches lit at the outside for pronounce the contrast. ;)
     
    • Thanks Thanks x 1
  14. 309blank

    309blank L1: Registered

    Messages:
    24
    Positive Ratings:
    5
    last link was in the wrong dropbox folder:
    [​IMG]
    this is what im going for (without the cubemap errors) as for the swampy theme
     
    • Thanks Thanks x 1
  15. Mr Egg

    Mr Egg L1: Registered

    Messages:
    31
    Positive Ratings:
    6
    Some very early stuff =P

    [​IMG]
    [​IMG]
    [​IMG]

    My first map ever, be gentle =)
     
    • Thanks Thanks x 1
  16. tyler

    aa tyler

    Messages:
    5,101
    Positive Ratings:
    4,604
    That's an interesting corner tower, but extreme height differences often don't play well in TF2.

    Also, add -noborder to you TF2 launch options to get rid of the border. (Unless you really want it there, but most people don't.)
     
    • Thanks Thanks x 1
  17. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,692
    I sure hope you made that tower using the Arch tool and func_detailed it, Mr. Egg. Also, your ammo/health kits are floating - place their origins 16 units above ground.
     
    • Thanks Thanks x 1
  18. Mr Egg

    Mr Egg L1: Registered

    Messages:
    31
    Positive Ratings:
    6
    Well that tower is meant to take players from the surface directly to the bottom of the underground part of the map (which is what I screened, and the only part I'm on right now). And thanks for the advice =)

    Seba : Yes I used the arch tool, but what do you mean by "func_detailed it" ? Also, I fixed the ammo/health kits =)
     
    • Thanks Thanks x 1
  19. tyler

    aa tyler

    Messages:
    5,101
    Positive Ratings:
    4,604
    • Thanks Thanks x 1
  20. tyler

    aa tyler

    Messages:
    5,101
    Positive Ratings:
    4,604
    Also, if you mean that's an elevator, no one ever likes those except other people that make elevators. They don't work in TF2 very well.
     
    • Thanks Thanks x 1
Buy Elder Scrolls Online: Greymoor for PC at Green Man Gaming