WiP in WiP, post your screenshots!

Popo

L1: Registered
Jun 13, 2009
43
29
Work on my map koth_roadstead. This is pre alpha.

View from spawn. Map theme is about a coal port. Those props are just to set the feel in my mind while I map, not necessarily set in stone. Note: I haven't placed any lights yet, this is just the power of the sun.

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View of the capture point. Of course, the coal port is just a facade for a secret rocket launch that the control point sits on. The lighting is messed up, but I'm not too concerned for it just yet. I'll note that the random computers on the left are place holders for what may become the missile controls so if they look odd and out of place to you, there's a good reason.

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Overview shot.
There is glass in the top right dark window there, I just messed up the texture.

frta5uV.jpg


Album link.
 

Tumby

aa
May 12, 2013
1,087
1,196
You could try to somehow remove bombs or just make it that a bomb can only spawn once a second or so. If people are able to get infinite bombs into the map, this will without a doubt crash servers. (or at least clients)
 

hutty

aa
Mar 30, 2014
547
446
well, it would crash the server if you run out of edicts, but that is around 700 bombs. I could only get it to 276 before things became unplayable, and that was with careful placement to make sure they didn't pile up too much.
 
Aug 30, 2015
359
451
Do you like brushwork crates? Well this is the map for you!
CP_Soma is technically working. No optimization, no clipping, Blue doesn't have a spawn room, but technically working. If I crammed I could probably get it presentable by the next gameday, but what with the April Fools gameday going on, I'm not completely sure there will be one, so I think I'll take my time
The point I have done I had originally intended to be Cap A, but it has turned out harder to assault than I intended so I may make it into Cap B.
Bot tests I ran showed Blue had great difficulty capping, but that probably had more to do with the fact that they spent more time tripping over geometry than they did fighting, so we'll see

20160331194829_1.jpg 20160331194841_1.jpg
20160331194910_1.jpg A1.jpg

When designing the layout I tried to employ verticallity to do... something, I don't know, it's kind of a mess. The end product will probably bear only a passing resemblance to the map it is now

Overview.jpg

Plus, I whipped together my own Tag! Does this mean I'm in the club now?

Tag.jpg
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Aug 30, 2015
359
451

Popo

L1: Registered
Jun 13, 2009
43
29
Daaw, I wanted to be a Roast Beef
You are the roast beef! You're in the club sandwich after all.

Jokes aside, I believe I have fixed my leaks once and for all. But I got a new monitor so I'm not sure if it's too bright! Could anyone take a look for me?

bTVvr-3fMM4gZdrkxFJmV1vM0Za-aMYZKaC5c70RGBU
 

Attachments

  • koth_roadstead_a1c.bsp
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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Spent a bunch of the day starting detail (mostly displacing) of the B point of Rebirth (cos I'm happy enough with that bit), and some other big gameplay changes on A and C. Tryna go for a whole fairytale forest vibe (big mushrooms and bright trees and junk)

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I've not touched lighting at all or props much but I wanna get some of that in there. Buildings next, yay (then maybe 3D sky? not sure if I should do that if the other bits of the map are pretty alpha still)
 

iTi

L1: Registered
Mar 14, 2016
5
29
My entry to the intel room contest
(my first post here I hope I didn't break any rules)
KsDaB2C.jpg

n1ohZXG.jpg

OoujLi7.jpg
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
I think I won't even try to finish my entry after seeing other's work.

But still doing pl map
RRhrUcr.jpg
 

Skullio

L1: Registered
Mar 29, 2016
48
54
My entry to the intel room contest
(my first post here I hope I didn't break any rules)
KsDaB2C.jpg

n1ohZXG.jpg

OoujLi7.jpg

This is awesome. I think you should turn up your lightmaps in general to catch the shadows better, but what I really think you should do is set up your lighting so that one of those nicely shaped windows casts a long shadow on the floor, use brush work or blocklights and a high lightmap power so you get a really crisp shadow of the shape of the window spread onto the floor to really show off the architecture. I also think that scene would just love some god rays and dust motes too but that might be overdoing it heh