WiP in WiP, post your screenshots!

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
621
1,228
early wip of an attack defend map any feedback?
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I can see some big sightlines, and areas seem quite empty, with not much cover
 

Gale

L1: Registered
Aug 28, 2016
38
14
i fixed the displacement, and added a VERY rough skeleton of some pathways and the spawn room... planning on retackling it tomorrow... but i'm done mapping for the night...
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the lights are in terrible positions, but were overly rushed, and were deleted shortly after the screenshots were taken... as well as the skybox... DONT JUDGE ME ON THOSE TWO ASPECTS... judge me on everything else though, please!

Try to open up your pathways as far as width, and make sure you build with a high sky or high ceilings in mind so scouts, soldiers, and demomen aren't constantly hitting their heads off of the ceilings while navigating/fighting. I will say though, the one area with the two intel briefcases has potential!
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Try to open up your pathways as far as width, and make sure you build with a high sky or high ceilings in mind so scouts, soldiers, and demomen aren't constantly hitting their heads off of the ceilings while navigating/fighting. I will say though, the one area with the two intel briefcases has potential!
bro... that is super old... A2 is already out mate...
 

Soilbleed

L2: Junior Member
May 7, 2015
62
246
Nearing A_1 of the map i've recently been working on, crazy how adding a new skybox and lighting can completely change how you feel about a map. Definitely a improvement over the Goldrush one in my opinion.

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,867
Happy Thanksgiving everyone! Here's some pass_bollocks WIP shots.


One of the main changes I made was reducing detail of the main ground. The paths and grass combined almost tripled the map's geometry because I'm that bad at making maps. I also re-arranged the trees, as without the path they're original placements made less sense.

I also added a little platform above the capture zone. I could be used as a sentry position, or for an unexpected aerial attack.


As you could probably tell from the first batch of screenshots in this post, I actually added more to the map, even though it isn't much. It's a side route and a main route, both leading to the lower middle of the map. I still need to figure out what to add after that, so expect a post-Black Friday update.
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
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dr_facility in it's early building stage
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Jungle-ifying koth_Guerilla in light of the upcoming Valve stuff.

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Hmm... I just checked the download, and its only at A1D at the moment, with no updates... are you sure this is tested properly? i don't feel like you took enough time to work out the gameplay first... It seems as if you jumped way too quickly to art-pass... i personally dont trust this map at the moment...
 
Nov 2, 2010
356
1,050
Hmm... I just checked the download, and its only at A1D at the moment, with no updates... are you sure this is tested properly? i don't feel like you took enough time to work out the gameplay first... It seems as if you jumped way too quickly to art-pass... i personally dont trust this map at the moment...

It was originally an arena map which I converted to koth so I named the iterations from 1 again.