WiP in WiP, post your screenshots!

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Saxton's pet goliath birdspider he was keeping in his Yucatan base somehow escaped it's cage, together with the 122 spiderlings she gave birth to and was carrying on her back.
Being very arachnophobic, I decided to deal with that problem Snowbat style, since I firmly believe nuclear bombs solve most problems with spiders.

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MMMMEEEEOOWWELELEEOOWEOWWEEOWEEEEELELEEEEOOOWWW!!!!!! *

* Borderlands 2 players will understand.
 
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Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Caverns, yes / no? I was thinking of making them pretty big (enough space to rocket / sticky jump) with an open side to let light through.

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puxorb

L69: Emoticon
aa
Dec 15, 2013
531
799
Caverns, no matter how big, usually make me feel like I can't rocket jump. Its usually better to have an open ceiling to tell the player that the height boundary is higher.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Caverns, no matter how big, usually make me feel like I can't rocket jump. Its usually better to have an open ceiling to tell the player that the height boundary is higher.

Good point, I'll find another way to make the area feel more open!

Also, on topic: rebuilding my 72-hr map as a full project, Western style!

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Mar 23, 2013
1,013
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Caverns, no matter how big, usually make me feel like I can't rocket jump. Its usually better to have an open ceiling to tell the player that the height boundary is higher.

There are indoor/cave maps in which you can rocket jump easily plus you can exactly see where you would hit your head unlike when jumping under skyboxes
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Getting back into Hammer after a short hiatus, so I decided to do some detail work on Tidepool.

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These changes should be coming in a2.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Some progress made for badmountain...

-snip-

Wow, that looks a lot different! Keep it up; I think badmountain has some interesting gameplay variety.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
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Blu decided to launch a bomb straight at a RED building. Not only does it happen quick, it's also easy, and the only person you lose was the one on the bomb cowboy style!

It was a dud.

YOGz0wi.png


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Blu now has to go set up base in a nearby building, and attack the Skyscraper, bottoms up!

One team is going up, the other one is going down. I'd say it's Hightime this battle starts.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Blu decided to launch a bomb straight at a RED building. Not only does it happen quick, it's also easy, and the only person you lose was the one on the bomb cowboy style!

-snip-

Ugh, now I've gotta watch Dr. Strangelove. :O

Looks like an interesting start, I think it's Hightime we see another map that really sells a story in its detailing, just keep it simple for a1.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Caverns, yes / no? I was thinking of making them pretty big (enough space to rocket / sticky jump) with an open side to let light through.

d349120265.jpg

In regards to the texture you used, you accidently left :texlock: (Texture Lock; it's by all the buttons at the top middle of hammer) on, which stretched your cave walls a bit. Click the :faceedittool: (Face Edit Tool) and look at the X and Y values for "texture scale" and "texture shift". I generally set the scale to .5 for rock walls. The texture shift shouldn't really be anything but X:0 Y:0 unless you're looking to fix something with how the texture is tiling.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I really like the detailing so far, except for those funky stripes near the ceiling in this screenshot. I think either a straight colored band or a metal border would look better.

I'm thinking of adding a stripe section on the far wall from right to left, before it goes up to the ceiling. For now, it's a2, and the layout of the area might change before it's released.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Some careful displacement work on pl_descend's remake... Also, I'm afraid I'll get a lot of frustrated players because of low rooftops with clipping all over them, like in the MVM maps.

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