WiP in WiP, post your screenshots!

Benoist3012

L3: Member
Dec 25, 2015
148
207
I want to finish this old map of mine:
012B6A7E586673EA888BD4F0F439D589DC7B6764

But I'm not sure if I should, I didn't like all the layout, what are your thoughts?

Edit:
9D7D8E85F03491102779A36912A05FFFD1504573

Here an overview
 
Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
I swear I cannot figure out what type of map I'm making. It's file name is "pass_bollocks", and the only thing true about that name is how bollocks it is.

It started as a moonbase-themed PASStime map, then, the theme changed to "New England" (Thanks, @A Roast Beef Sandwich. I love it!). Then, I changed it from PASStime to KOTH, then Arena, and NOW it's Mannpower CTF!

At least it looks pretty good.

20161120122756_1.jpg
20161120122803_1.jpg
 

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killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
update on the water: i remade the brushes, and nothing worked.. they are normal brushes, and here is a video of me showing literally everything...
Do you have any leaks in your map at all? Check the compile log - a single leak, no matter where it is, will prevent VVIS from running which in turn makes water look like this.

Other unrelated things:
  • You can delete the Manifest toolbar on the side to make more space for your viewports.
  • That curved section in the Top viewport looks carved. Try to get familiar with arches instead - they make cleaner brushwork, and are easier to edit.
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Do you have any leaks in your map at all? Check the compile log - a single leak, no matter where it is, will prevent VVIS from running which in turn makes water look like this.
about that.. i ran the pointfile, and found two... both behind func_details, and one was freaking massive...

You can delete the Manifest toolbar on the side to make more space for your viewports.
how?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
View > Screen Elements > uncheck Manifest Bar, or drag it away from the sidebar and click its X button.

As for the leak, remember that func_details don't seal a map (same goes for anything else that's not a world brush, like a brush entity or displacement).
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
Great Aesthetics! I have not seen anyone going for night frontline theme but I really love them!
low texture resolution bugs me a bit but guess it doesn't matter too much
 
Aug 30, 2015
359
451
More work on PL Chimaera, as I've taken to calling it
20161120212213_1.jpg Capture.JPG

Anyone remember CTF_Skylight? There's no reason to, it was only ran once and it was ass. I bring it up because Point C here has taken vague inspiration from it. Other bits are drawing influence from unreleased segments of KOTH_Fourth. Even if this gets done by the deadline, I'll have ripped off so many of my old maps by then it'll 'ave been inelligible anyway

I love it!
Always glad to be of service
 

Necrσ

aa
Nov 16, 2015
198
488
Great Aesthetics! I have not seen anyone going for night frontline theme but I really love them!
low texture resolution bugs me a bit but guess it doesn't matter too much
Thanks, its probably not going to be a frontline war-themed map, rather just make use of frontline assets. Also, the only reason that the texture quality is low is that I have to run the game on low so I can actually play with decent fps
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
More WIP shots of pass_bollocks


RED spawn is done. Might be too small for Mannpower, but a few playtests on the servers should fix that.


This are was originally spawn, but I realized that was a bad idea, so I'm converting it to a pickups/powerup room. I'll probably change it soon. The rubber trim and red wood are both overlays, fun fact.


A tilted overhead shot, to get a better general scale of things. I plan to add a cliff wall next to the pickup/powerup building, and maybe a flank route from there. Who knows, and who can say.