WiP in WiP, post your screenshots!

Jusa

aa
May 28, 2013
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I'm in the midst of iterating on this heavily, trying to use space effectively while still giving an open shipping port kind of feel. Thoughts? Behind the camera is going to be ocean, the minor details thrown around are just there to help me get scalings.

I wish those posts with chains inbetween would link together somehow.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
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EDIT: How you add music to a map?

Use an ambient_generic to add sounds and music to your map (except in the place of soundscapes). For music throughout the map, you're going to want to make sure that the "Play Everywhere" flag is set, the "Start Silent" flag is not set, and the "Is NOT Looped" flag is not set. Keep in mind, though, most TF2 maps really don't have music, but I can really see it working in a bumper car map or something, or when used in reserve.
 

Idolon

they/them
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Feb 7, 2008
2,126
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bPrvQHR.png


I'm in the midst of iterating on this heavily, trying to use space effectively while still giving an open shipping port kind of feel. Thoughts? Behind the camera is going to be ocean, the minor details thrown around are just there to help me get scalings.

Kinda depends on what you want this area to be. If the actual shipping and transport occurs on this strip of land, then you'll probably want a) junk laying about that people are putting on/taking off of ships and b) platforms going out into the water that would be used for getting said junk onto/off of said ships.

Regardless, if you want a spot to put junk, here's probably your best bet:

CzzQggn.png


If you add a ramp to let people get on, that would also be another way to make the area more interesting. Granted, it'll make that point easier/harder to defend depending on where the ramp is.
 
Oct 6, 2008
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Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
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If you add a ramp to let people get on, that would also be another way to make the area more interesting. Granted, it'll make that point easier/harder to defend depending on where the ramp is.

Thank you for the detailing advice, I'm trying to wrap my head around it so I can influence my layout a little bit early.

I thought I should mention this is the flag arena idea I've had. That's the capture area and the flags going to be on the opposite end of the map. On the left of the screenshot I posted is one of the two exits from spawn. Anyway I think your comment about the junk is still very helpful, defending the point from an intel capping player should probably be a little easier. There's 4 routes to the capture zone at the moment; above, from spawns, and through the middle.
 
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Oct 6, 2008
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I was going to say - finally someone made a cliff that wasn't straight!
 

TheoF114

L1: Registered
Sep 10, 2013
33
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Some retextures of the pl_borneo trees for mapleridge/autumn pack. Not too sure about the mixed colour one, thinking of scrapping it.

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Jusa

aa
May 28, 2013
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Esoteric Order Of Saxton.

Damn it, I was supposed to make this map for the 72hr contest.
Sometimes people say "You learn self-discipline in the military". I then laugh at them.

Edit: a few extra screens of pre-alpha Arena_Manssmouth

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Hash Browns

L1: Registered
Jan 4, 2015
3
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Uh yeah, something I started a bit ago I want to finish it, perhaps. It's in space so that's pretty sweet.

Really, really early WIP btw. Not sure if I'm going to finish it, but that's what this thread is for, right?



SZ5LHNC.png
 

Unh3lpful

L2: Junior Member
May 6, 2015
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50
Wanted to start looking into complex detail brush work with the vertex tool as I've never gotten to that stage before. It's not perfectly in the tf2 style but I'd still love some more feedback.

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Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
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Wanted to start looking into complex detail brush work with the vertex tool... love some more feedback.

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While interesting it looks a little bit too busy with all those brushes and gaps between everything. Try cleaning up the brushes and go for a more natural bridge look. If all you wanted to achieve was some crazy vertex practice I think you did a good job in that regard.

I bet you can't guess which gamemode this is going to be

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I think that's a nice start, might want to add a little team color to each side of the map for clarity.