WiP in WiP, post your screenshots!

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
For the 2016 detailing contest. I have a bad feeling, I will loose.

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Look great! The only thing I'd change is the wood topped desk. Looks out of place to me.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
Mate, that looks fokn awesome. It fits TF2 brilliantly.

I do see a lot of blue reflections though. Give your cubemaps a visit, and see if the models are taking the proper cubemap. Another thing: be consistent with your lamp models. I see floor lights and fluorescent lights on the same ceiling.

Thank you! There aren't cubemaps yet, personally I love using the round lights that normally would be floor lights on the ceiling. Also blue cold lights and orange warm lights make a nice contrast when put together.
 

heyyou

L4: Comfortable Member
Aug 19, 2009
194
125
More progress on 2nd stage of geyser. This is point 2-1 which still has a ton of work left but, it should cool running the cart through the rib cage (Jukebox will have a custom prop developed for this, white brushes are placeholders for testing):
08F94633F05DCDF7C8EADB921F37F65A9F9A5804

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ProfHappycat

Server Staff
Aug 2, 2015
153
356
the path for the cart looks really chokey/closed in going around those rocks imo
we'll have to see in the gameplay tests :>
 
Aug 30, 2015
359
451
Dicking around
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*Update* This scene looks much better when the map isn't leaking

I might try to convert this into a sad little intel "room" and combine this with my sad little spawn room and enter them together for the detail contest, or I might just chalk it up to a Saturday afternoon well spent
 
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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Working on some kinda Urban/construction/industrial payload map. Maybe it won't suck, who knows.
 

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yelo

L1: Registered
Nov 8, 2015
9
4
After starting quite a few projects without managing to do everything I wanted to, I decided to sit down and make a "babby's first KotH map".
Taking inspiration from several other maps, I ended up with a layout that focuses a bit more on "wide" combat, with plenty of routes leading to the point.
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Spawn area offers a whopping four doors to choose from! What could be hiding behind them?
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Doorways and stuff. Obligatory Sniper spots.
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Capture point offers plenty of interesting features, such as a big old house...
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...and a kind of lift or something. Not happy at all with the area behind here, so it'll probably get a big revamp before a2.
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The point even has a little underbelly.
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Obligatory lime-spattered overview image.
I had a couple of mates look around the map, judging rollouts and sightlines; they said it looked promising, but you guys are the real experts.

Any sort of feedback is extremely helpful, point out every mistake I've done please.
 
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