WiP in WiP, post your screenshots!

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
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Detailing near a deathpit (before asking 'why the hud?': im lazy :p)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
For a payload map such raised part near a final cap for a substage could be quite overpowered (playtesting will show if it realy is). If it is overpowered i would replace it with some windows so the vision still remains there. Also, i would recommend a 2nd spawn exit.

Then the middle block again has a ramp helping the defenders. Although i do like that in the idea, i see some potential hazards there. But if possible i would try to keep it that way. Just be sure that it cant be used watch all entrances of blue. As specificly that lower section near could be used as counter, but at the same time gives red a huge height advantage.

The higher block where the stairs are on the blue side will probably not become a major holding ground, but it surely will help. I like that one aswel.

I think its an interesting area to play on.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Of course there will be second spawn exit. Also I have to give blu third entrance with some height advantage
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
I suddenly got the mapping fever again. I made this in 2 days and is going to be called something like koth_eldorado. It is probably a bit generic, but i am proud of it so far.
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From where did you get this awesome drill?
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Somehow pipes never feel out of the place or useless ingame but when you think about them they make no sense most of the time
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Somehow pipes never feel out of the place or useless ingame but when you think about them they make no sense most of the time

Why? You know,they're,well... PIPES.

They can transport gas,liquids... no objects sadly. damn you portal. I think they make a lot of sense 100% of the time.

Well... MAYBE 99%.
 
Sep 7, 2012
638
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Corvatile, I'd say that that room is in the realm of "overdetailed" as it is right now. The pipes add a lot of visual noise that probably isn't necessary - taking out a few of your props would probably be a good idea. If you're worried that the room will feel to sparse, you might try adding some stain/spill overlays on the floor - they do a good job of mixing things up without clashing too much.

The corner to the left of the door is especially noisy, and draws the eye away from the doorway, which is probably more important.
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
So i've been working on 2fort on and off again. Been making some progess
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Made the courtyard 10% more spooky with a pumpkin

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Changed the intel room a bit

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The spiral tunnel thing changed into a super secret staircase (don't tell anyone) it's also attached to the tunnel on ground level instead of right next to the spawn

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Made the tunnel/hallway a bit wider and more art filled

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Changed the room (hayloft) in terms of art, but I also closed of the access to the spiral tunnel as said before.

We are making some progress. This map is also going to include some spooky skeletons and magic spells. This will require some playtests however as i'm seeing some good things to come from this but also some bad, we'll see.
 

Malachite Man

L6: Sharp Member
Oct 16, 2015
383
238
ммα | ∂αиỉєℓ so your going to make a manor version of 2fort I'm instersed to see what the Intel room would like and also if there's going to be a underworld am also very instersed to see how that would look the map is looking good with manor props I can't even tell that the insides look like the 2fort insides so good work so far :jimijam:
 
Nov 2, 2010
356
1,050
Is this a WIP screenshot of Northbound detailing or a thinly-veiled attempt to show off my pistol skin? Nobody knows for sure.

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Here's a room. It's haunted, hence the ghost.

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