WiP in WiP, post your screenshots!

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
1,851

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
What time is it?
NWVsyzz.jpg
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
No I can't, because I can do that just fine :v
Every time I save a map, it starts to upload itself to Dropbox. That means I'm constantly uploading something and it decreases download speed
 
Aug 30, 2015
359
451
What can I do to make this less crap?
2016-02-24_00001.jpg
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
221
Make the rocket shafts larger too, they look pretty weird how small they are right now. Maybe cut out a potion of the ceiling above each rocket and give it horizontal sliding doors instead? (I hope that makes sense)
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
The lighting on A, B, and C, signs above the doors looks a bit odd, replace it with one spotlight. Also, the A, B, and C signs look unnecessary since you have A, B, and C on the doors as well. Might want to remove them entirely, they don't look all that good anyway.

Other than that it looks okay, besides improved lighting and widening the launch tubes.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Rebuilding a important area of my map, think engineers will have some more fun from now on

t4vGn9H.jpg


Before:

2016-02-22_00012-jpg.12819
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Been dealing with some small-scale detailing.
Density vs clarity dilemma was the focus.
Pretty happy with the results:



Point A_04a.jpg


Point A_04b.jpg




Point A_05a.jpg


Point A_05b.jpg




Point A_06a.jpg


Point A_06b.jpg
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Why don't those stairs line up with the upper floor?
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Just an oversight. :)
Copied the stairs from somewhere else, it was one step too high, was gonna fix it later and forgot about it.

I've updated those screenshots especially for you. :cordonedit:
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
So, i've been working on plr_hierarch. Except for tons and tons of work on the deathpits (I'm really not that good with displacements) without having anything to show for (yet), i added the gameplay changes i talked about.

The obvious things are the new cover on the bridge to make the spawns harder to camp...
newcover01.jpg


... and the new one-way path from spawn to give an additional angle of attack against anyone holding the hill, starting here...
newpath00.jpg


... going through this...
newpath01.jpg

... exiting here.
newpath02.jpg


I really hope this works to make the first part of the map easier for the attackers, and i can't wait to test it once i got most graphical stuff done.