WiP in WiP, post your screenshots!

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
looks rly nice although the spawn exits dont look like spawn exits so it feels like you just put a locker in a random detail scene
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Still need to add a few hundred more spires to the skybox, but I like the way this intel room / spawn room is looking so far

2016-02-07_00002.jpg
 

ProfHappycat

Server Staff
Aug 2, 2015
153
356
pl map coming along, although i may have overscaled the back building :psyduck:
eJcelJk.png

edit: nope! i didn't overscale that back building! :jimijam:
 
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Moonrat

nothing left
aa
Jul 30, 2014
932
585
MEpbBOe.png


Still gray, still gay, but coming along nicely I guess.

Though seriously, like fuck that is gray. Probably do something about those roofs, or something. I don't know, just find something to not make it 200% gray
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
221
I'd suggest making your roofs (is it rooves?) a separate brush instead of just applying the texture to a flat brush face.

As for the color, I don't know if you'd have to ask permission of the Bulletcrops people to do this, but maybe edit the texture so it's a ruddy reddish brown? Like this:
 

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  • would you look at those rooves oh damn.JPG
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Moonrat

nothing left
aa
Jul 30, 2014
932
585
I'd suggest making your roofs (is it rooves?) a separate brush instead of just applying the texture to a flat brush face.

As for the color, I don't know if you'd have to ask permission of the Bulletcrops people to do this, but maybe edit the texture so it's a ruddy reddish brown? Like this:
I would love to do that, but I'm not sure if I can edit the Bulletcrops textures without permission, I'll go and check.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Whoops, I'm making another new game mode for April Fools day. This one's got a custom HUD:
5d1f2b72ec.jpg

Let's see who can guess what it means!

Hold the point, generate (x), get 300 (x)s to win.

You made an algebra problem into a TF2 map. Good job.
 
Aug 30, 2015
359
451
First iteration of my sad little attempt at a spawn-room contest entrant: a humble spare room inspired by CP_Gorge
Detail A1 Compressed.jpg
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Whoops, I'm making another new game mode for April Fools day. This one's got a custom HUD:
-snip-
Let's see who can guess what it means!
RED has to score a certain number of kills while defending a single control point.
 

Jusa

aa
May 28, 2013
380
620
MEpbBOe.png


Still gray, still gay, but coming along nicely I guess.

Though seriously, like fuck that is gray. Probably do something about those roofs, or something. I don't know, just find something to not make it 200% gray
maybe make the buildings a bit higher and make the top parts out of wood/plaster wall.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Basically, I'm don't think the Maritime theme is going to work with my map. So, I've restarted the detailing.

10G6InQ.png

HYHmdi9.png


It's still leaning towards gray, but I'm hoping I can end up using that to my advantage, and make a really cool looking map.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Slowly pushing forward on my map, nearing the final checkpoint for my new payload project

XkrBEcN.jpg
 

Luigi1000

L2: Junior Member
Dec 12, 2015
65
14
Hold the point, generate (x), get 300 (x)s to win.

You made an algebra problem into a TF2 map. Good job.

I'm probably leaning towards Holy's answer also, if It were just to hold the point for X amount of time, the KOTH timers would be more suited for it.

This reminds me of something like the old idea for domination where one holds control points which would build up a certain amount of percentage overtime and the more points they held the faster they incremented. It will be interesting to see what comes out around then.