Malachite Man
L6: Sharp Member
- Oct 16, 2015
- 378
- 225
I can understand you detail early. Many mappers do and it works when setting a theme. If you are happy with the shape of a certain area then this is fine. But with your capture point you werent sure yet. And in the end, a little detail in an alpha can make it comfortable for players to already feel what the map should become like. This is not the problem i was trying to tell. What i was trying that to tell is that you shouldnt start on details on something you arent sure of yet.That's just how I map, take a look at the WIP I posted the other day where I experimented with themed brushwork. The detailing limit in this map right now is hedges for negative space, those few windows visible here and 4 trees. Saying this is detailed is an insult to detailing.
There are better threads to post this in
Thank you based Valve.
That building could use some concrete foundations, right now a bunch of board are wedged into a cliff. That just ain't right!
YOU BLEW IT UP
Rest in peace, bridge. You will be missed.
Welp, with another payload map, you certainly live up to expectations....Wew people, I haven't been on here since forever. My summer has been oh so lazy but I'm picking up mapping for TF2 again! I don't play the game that often but I sure like mapping for it.
Current work (area covering BLU's first spawn for a payload map):
Welp, with another payload map, you certainly live up to expectations....
Wow, thats alot of projects you're working on. I couldn't decide were to start if I had that many maps at once.Screenshot dump! Here's some things I've been working on, I feel like I don't post here enough.
It might be a while before this is playable, but hey, why not share it? Yep, Egypt PLR, probably mutistage. I know they're terrible screenshots, but there's nothing else done.
Also, here's some screenshots of the (slow) progress on Holcan, the remake of my old map Underpass:
I'm worried that it's a bit cluttered visually, and that It will be difficult to navigate at first. In order to block sightlines that tower needs to be there (or an equivalent), but that's the way players need to go, so I might need to reconsider that area so players want to go that way.
I'm also worried about telling the bases apart, as there's no good team colored Mayann stuff other than the trim, and it will be a nightmare for anyone with Red/Green colorblindness as someone mentioned in chat a while back. I might make the Red side a bit more falling apart with wood supports, but I need to finish the spawns/bases first.
Yes, the trees aren't the best, but they're all I have that somewhat fit at the moment. Maybe I'll get someone to model some better ones if this reaches Beta/RC.
Finally, work has resumed on everyone's favorite 4cp steel-style about a nuclear reactor in an arctic base:
A is getting a rework, Blu's spawn is moving, Red's spawns are being completely changed, and D is being rebuilt entirely. OH GOD EVERYTHING IS BROKEN HELP
Sorry for the long post.
I'm also working on a payload map, trying to fix the crashing issues with my RE gamemode/Last year's april fools map, and planning an A/D CTF for the 7.2hr contest! I have a hard time focusing on one map at a time, I bounce around between projects a lot. Unfortunately, that also means some will get abandoned, and some will never see the light of day.Wow, thats alot of projects you're working on. I couldn't decide were to start if I had that many maps at once.
Please send your abandoned children to your local orphanage.I'm also working on a payload map, trying to fix the crashing issues with my RE gamemode/Last year's april fools map, and planning an A/D CTF for the 7.2hr contest! I have a hard time focusing on one map at a time, I bounce around between projects a lot. Unfortunately, that also means some will get abandoned, and some will never see the light of day.
When he do that he must put in the description that i cant use them cause im not experienced...