WiP in WiP, post your screenshots!

Paper Shadow

L2: Junior Member
Jul 22, 2016
61
76
A constant piece of feedback from Off Peak tests was that the map was too big. While finishing off Alpha 5, I got curious at its current size compared to the original 72hr A1. I took a bird's eye screenshot of both to compare, and decided to share it with everyone, 'cus who doesn't enjoy seeing how a map has grown (or this case, shrunk) over time? Alpha 1 on the left, and Alpha 5 on the right...

20160929153229_1.jpg 20160929152819_1.jpg
 

Jusa

aa
May 28, 2013
378
618
People at chat made me feel like a crazy displacement madman so I started (finaly) modelling stuff.

upload_2016-9-30_14-57-11.png

The actual teslacoil

upload_2016-9-30_16-25-56.png

And the rods to have crazy electric arcs zap from!

Dunno if they are too simple or not...
Also cant decide whether to texture them completely with team colors or have some chrome parts in (like on the realdeal teslacoils)
 
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dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Not enough jiggles! You gotta have those base tentacles spin around so the rest of the tentacle is like a floppy, projectile-spewing tube man.

I read your post before watching the video. You have no idea how weird this sounded out of context.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
I tried so hard to avoid over-detailing in my pre-alpha but this was too much fun to make
HExIRUY.jpg

Tiny edit: better picture
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That's too noisy. Like, waaaaaaaay too noisy. There's so much visual stuff going on by that one single brick texture.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
That's too noisy. Like, waaaaaaaay too noisy. There's so much visual stuff going on by that one single brick texture.

It's probably just the lighting making it look more busy than it really is
 

sooshey

:3c
aa
Jan 7, 2015
514
410
I bet the mason responsible did not have fun making a curved tube out of bricks.
But there are tons of sewer tunnels that look like this??
CtnEAIw.jpg

That's too noisy. Like, waaaaaaaay too noisy. There's so much visual stuff going on by that one single brick texture.
It's not even a complete map yet, and i just threw together some basic lighting. It'll look better at release
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
But there are tons of sewer tunnels that look like this??
CtnEAIw.jpg


It's not even a complete map yet, and i just threw together some basic lighting. It'll look better at release

For future reference - looking at that image, I don't see the individual bricks, I see the patches of brick. The goldish shiney one on the right there, the rough onces around it. The layer brick below the evident high-water-line. The brick texture you picked is just naturally really noisey because it does individual bricks- it's not that great.
 

Idolon

they/them
aa
Feb 7, 2008
2,107
6,116

Jusa

aa
May 28, 2013
378
618
I did not mean brick tubes dont exist, that one just looked really huge and in a tight curve which made it look really over the top crazy to me. A different texture would do it more justice imo.
 

samjooma

L1: Registered
Oct 1, 2016
40
6
I'm making a Steel-like attack/defence map, but this map has 4 capture points instead of 5.
On this map there are no doors/bridges that open for blue after capturing points (except one), capturing points only closes useful spawn doors that red have.

I haven't worked on lighting much yet so the map looks pretty dark in some of the screenshots.

This is what capture point A looks like:
2C749F61EBD984B33F0852F768DC8A28EB1E9341

C430D0670CE9BE62766CE4D9EE4922ED326BBCCA

055173B66C3EAFC53626788121A399206F1AFC05


And this is point B:
3128F2F13A1A8A5DC4D5102C62CA0A9AB8EAD102

0D5329D7588BD229BF52E994ECF9821FF68F6AB6
3A6762D8D60B424C84FE97BDD18F5A072A9CC27F


Capture point C:
31CE2B15168B783E742DD54DFC17BCEAEB95E9BE
746FCE5E383CD4FCF8EB3EB40FDF231568F755F5


Capture point D:
47C6DF79EFF68037E20C011DE1F27EAC30F24120

Falling into the pit doesn't kill you. You have to walk through a side area to get back up if you fall. I'm not sure if this will play well, I might just change it into a death pit.
78499BF24C72C57EAD084F858E4CF27628A0ACBD

Red team's spawn is in the area above point D and they can see through the floor.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I'm making a Steel-like attack/defence map, but this map has 4 capture points instead of 5.
On this map there are no doors/bridges that open for blue after capturing points (except one), capturing points only closes useful spawn doors that red have.

I haven't worked on lighting much yet so the map looks pretty dark in some of the screenshots.

This is what capture point A looks like:
2C749F61EBD984B33F0852F768DC8A28EB1E9341

C430D0670CE9BE62766CE4D9EE4922ED326BBCCA

055173B66C3EAFC53626788121A399206F1AFC05


And this is point B:
3128F2F13A1A8A5DC4D5102C62CA0A9AB8EAD102

0D5329D7588BD229BF52E994ECF9821FF68F6AB6
3A6762D8D60B424C84FE97BDD18F5A072A9CC27F


Capture point C:
31CE2B15168B783E742DD54DFC17BCEAEB95E9BE
746FCE5E383CD4FCF8EB3EB40FDF231568F755F5


Capture point D:
47C6DF79EFF68037E20C011DE1F27EAC30F24120

Falling into the pit doesn't kill you. You have to walk through a side area to get back up if you fall. I'm not sure if this will play well, I might just change it into a death pit.
78499BF24C72C57EAD084F858E4CF27628A0ACBD

Red team's spawn is in the area above point D and they can see through the floor.

Looking great! Though some of those later areas look a bit dark (especially Cap C and surrounding hallways).