WiP in WiP, post your screenshots!

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
koth_occult ptsd
xibalba-1.jpg
 

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
5cp Mid?
(Sorry for crappy screenshots)
20160913224041_1.jpg
20160913224059_1.jpg
20160913224111_1.jpg
Edit: Just incase someone cares the water is not deep enough to effect the height of rocket jumps.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
5cp Mid?
(Sorry for crappy screenshots)
20160913224041_1.jpg
20160913224059_1.jpg
20160913224111_1.jpg
Edit: Just incase someone cares the water is not deep enough to effect the height of rocket jumps.

Don't know if everyone is consciously doing this, but people need to stop copying the basic layout from Process blindly, i've seen it like 4 times in this thread and it's puzzling. Process might be good but there is so much more you can do with 5cp but it's never done like what is done with arena/cp/pl. Same thing goes for koth, everyone blindly copying the viaduct formula or viaduct in general.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,956
This isn't to bash on the author but to just shed light on the similarities of design choices
  • medium healths across the point on each side on an elevated platform
  • small see-thru bridge on top the the point resting on 2 large covers
  • sewer entrances straight across from the cover of the point
  • main way into second is a choke over a small ramp
  • almost identical left sewer and "Al Queda" (yes, that is a callout)
The only big differences are that there are no boulders and the huts are enter-able with medium ammos inside. The equivalent to IT is also just next to the medium health instead of behind it.

Look at this top down and compare it to the 3 screenshots, especially the third one

WvOr7FAYy7DJVgCHTZDSG0pGcb5HjAAtsg0WbCt2pPs.jpg
 

ibex

aa
Sep 1, 2013
310
529
cp_process_2.jpg

20160913224041_1-jpg.32353


Looks like 2 separate maps to me...

Actually now that you've posted pictures I see more similarities in the layout, with the placement of the door behind the buildings at either side of the point, and the ramp design of that path at the very back of the picture.
While the brushwork may not be the exact same, the layout of the buildings and entrances are quite similar.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
New cp_steel layout style map incoming!

Yes, I've done too much detailing as of a1 but whatever :p

There is meant to be a thick cloud across this Pyramid, trying to break the sight-line. It quite hard to notice the cloud and it doesn't look that great, gonna have to mess around with it.

20160914210715_1.jpg
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
New cp_steel layout style map incoming!

Yes, I've done too much detailing as of a1 but whatever :p

There is meant to be a thick cloud across this Pyramid, trying to break the sight-line. It quite hard to notice the cloud and it doesn't look that great, gonna have to mess around with it.

20160914210715_1.jpg
Visually, that cloud actually looks really cool. Gameplay wise, I don't think it'd be a good idea to use it. Mostly because I'd bet there is a config that flat out disables particles like those, and then suddenly you have a nasty sightline. There is probably a way to keep the cloud looking cool, and block sightlines, but you'd have to figure that out on your own.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Visually, that cloud actually looks really cool. Gameplay wise, I don't think it'd be a good idea to use it. Mostly because I'd bet there is a config that flat out disables particles like those, and then suddenly you have a nasty sightline. There is probably a way to keep the cloud looking cool, and block sightlines, but you'd have to figure that out on your own.

Inside the top of the pyramid is stuffed full of small room and staircase, pretty much no space left to use. It gonna be a challenge to balance the map while having the whole pyramid shape theme.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Been practicing some detailing / brushwork. I thought doing a gothic church was a nice idea, and I may or may not turn it into a medieval map!

(Ignore the chopped ceiling. I did that because I was lazy to do proper lighting. Again, I'm not very good at it :v )
pcnEcir.jpg

y3xLSFP.jpg

1F58Ufe.jpg

I should get Blender and make some models of those benches and some windows. I'd also like to know how to deal with that ugly lighting the arch-ceiling thing has.
 

Zurby

L2: Junior Member
Jul 18, 2016
76
123
I've been messing around with V-ray and Phoenix FD simulations. Just made a little scene to try out some fire simulations and the fur modifier to generate some grass. It's very buggy on my laptop, the lighting breaks a lot, so I kept it simple. The fire still looks weird, I only installed Phoenix FD today, so little clue how it works yet.


Some pictures of the scene: (I exported the models and textures from tf2).
Screenshot_6.png
Screenshot_7.png



Camera view:
Screenshot_4.png


In post I decided to mess around and ended up making it into a postcard.
Screenshot_2.png


(It's still very noisy because I didn't let it render long enough, my laptop isnt the best for this demanding render.. working on it though.)

What the final version looks like, so far.
Postcard.png



If anyone here knows how to use V-ray or Phoenix FD properly, please PM me :p I got some issues I could use a hand with.
 
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