WiP in WiP, post your screenshots!

re1wind

aa
Aug 12, 2009
644
588
I think you mean pentagon, not hexagon.
Scrap that. It is a hexagon, the perspective just makes it look like a pentagon. my bad.
 
May 25, 2015
391
308
I found the very first map I ever made in Hammer:
99E4ECF4207BA78A5D9B51D3AAB4629B46CEEE60


It's awful.
 

SSX

aa
Feb 2, 2014
392
411
Was up till 3 AM listening to some crazy shit to make this. Only one more point to go and to flip all this stuff before I have a 5cp map.

kTKZFG6.jpg

6tuLTQk.jpg

ZJWn5s7.jpg
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,328
1,869
Was up till 3 AM listening to some crazy shit to make this. Only one more point to go and to flip all this stuff before I have a 5cp map.

kTKZFG6.jpg

6tuLTQk.jpg

ZJWn5s7.jpg

Reminds me of Granary. I like it!
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
The only gamemode I know that is forced to be mirrored is SD, because SD needs a line, not a point (2 objective things).
Technicaly it can still be rotational. If the flag and capture area are seperated verticaly you can provide the same paths to both sides.

Mirrored maps have their flaw that they must allways be played in an even number of rounds to realy decide a winner as otherwise you could blame that you were on the wrong side of the map and lost because they had the advantage. This is most likely why plr and sd arent popular at all for comp.
Note that on pipeline stage 1 the red and blue staircase one 1 side are off by about 128HU, but that still could give a 1second advantage. Even though that side is probably barely used to begin with.

For sd it however could be interesting if there were both a red and blue flag. And 1 team has to exclusively capture the point. And this again can be in a rotational symmetry map.
 

KilogramHours

L1: Registered
Jul 15, 2016
12
15
I finally did it, I think I came up with a not-terrible center focus for my map!

RJGQ2so.png


I'm not decided whether if I should make it a Koth map or a PLR map. I could make the payload cart go through the trench caves.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,956
It's looking really good so far, Grizzly! Just keep in mind that unless you do something different than bakscratch, you will end up getting lots of the same comments about how it's a ripoff of illios. I would suggest tweaking the gamemode or changing the kind of symmetry. Major changes, I know, but I don't want to see another great map be rejected so harshly again.
 

KilogramHours

L1: Registered
Jul 15, 2016
12
15
After a couple of hours I'm happy with how far the design has gone. I feel like I made a spacious, yet fairly compact building structure.

The "X" is where I plan to make the PLR cart end, and the "O" is where I plan to put the starting cart. With their paths lined in orange.

eblPdkr.png
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
After a couple of hours I'm happy with how far the design has gone. I feel like I made a spacious, yet fairly compact building structure.

The "X" is where I plan to make the PLR cart end, and the "O" is where I plan to put the starting cart. With their paths lined in orange.

eblPdkr.png
The track at the end looks like a massive sightline! Or are you still working on the layout on this part in the map?
 

KilogramHours

L1: Registered
Jul 15, 2016
12
15
The track at the end looks like a massive sightline! Or are you still working on the layout on this part in the map?

The spawn should be perpendicular to the trench, giving cover to those pushing the cart.. I'm making the layout as I'm going along. So it's really up in the air. I'm trying to limit sightlines as much as possible besides purposeful sniper zones.