WiP in WiP, post your screenshots!

May 25, 2015
390
307
A wild building appeared!
cp_drorange_a70000.jpg
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
So, between making Hierarch worthy of being called finished, experimenting with Epicenter, blocking out a PL map and making plans for the 7.2 hour contest, i found some time to finish up some of the work on Bloodshed, although A4 will still take a while to arrive.

New spawn outside
20160824014105_1.jpg 20160824014119_1.jpg 20160824014258_1.jpg 20160824014043_1.jpg

New spawn inside
20160824014012_1.jpg 20160824014022_1.jpg

(The roof is a bit low on the upper level, i'll consider changing it.)


New OOB area
20160824014141_1.jpg
20160824014215_1.jpg
Still some lighting work needed
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
now make 7.2 :B1:

If you want to use the Steam emoticon :B1:, you can paste this link into the image function:
Code:
http://steamcommunity-a.akamaihd.net/economy/emoticon/B1
B1

You can use any steam emoticon this way by replacing the B1 in the link with the name of any emoticon.
tdealwithit
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
koth_frostline almost ready for initial release:
LKR6AP2.jpg

The only thing I'm worried about is the fact I'm getting below 100 fps in certain areas of the map with no players on it...

Some more screenies:
yUcbOiN.jpg

pi9D72U.jpg

wvwfIFi.jpg
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Sorry for the low res images, or the fact that their lit oddly, but can anyone give me some feedback on a potential PL map idea I've been doodling?

20160825_210018.jpg
20160825_210043.jpg
20160825_205855.jpg
20160825_210050.jpg
20160825_210046.jpg
20160825_210056.jpg

Map it out, the worst it could be is bad. You'll make refinements along the way as it takes form.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Well, I am planning this map for the 7.2 hour contest, so I cant exactly map it out (or I would trust me).

If you need it, I can try to make a digital version of the layout overview.

Well, I'd say, it's certainly good that you have a plan, and to have such a cohesive plan and you do is a huge benefit.

I'll be honest, there's a heavy reliance on hallways between areas, which is common in layout sketches. But you've got a good idea of what each area should be composed of, so my suggestion would be to work upon those ideas and make continuous changes as you map.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
The more I'm trying to optimize koth_frostline the worse performance I get on it....

Unless I put a horribly short farz clipping plane on the map I can't see how I can get it to run above 60fps with players on it.

I'll try to experiment with adding dense snowfall and fog to the map to cover up farz clipping I guess.

EDIT: This sure made the map look even colder:
Q98ylpf.jpg

Snow particles do clip into buildings a bit here and there tho.
 
Last edited:

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Remember this?
1.jpg

I blocked it out. Some things were changed, like the red forward spawn which was moved back by a lot.
firstcompile01.jpg firstcompile02.jpg

Sorry for potato quality, i might try to get some better screenshots on a better pc later.

I forgot a route and don't have any logic or inside lighting set up, so you'll have to wait, but i'm a bit hyped for it right now.
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Good stuff. I like the first pic,it looks like a lot of fun.

Also,I should try to recolor some of the dev textures and use them just like you do. Only 3 and a half colors (grey - light grey) is definetly not enough for me. :V

And good for you for being hyped. That's an awesome sign that you're loving this map. :D
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
R7LYZnf.jpg

I managed to get the map to run with 90-150fps by decreasing farz clipping plane, plus it actually improved the look of the map imho.
Some more screenies:
mJFtzKO.jpg

SN3XLp3.jpg
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Looks good, although you should be exceedingly careful when implementing fog in the playable space. Make sure player visibility is still strong though out the map.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Remember that we want to see those bloody snipers half a map away from us. And even more since it is possible to disable weather effects and I'm pretty sure it would give a lot better view in your map