WiP in WiP, post your screenshots!

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Something is on the horizon...

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Introducing

CP_LEAD

A work-in-progress 3CP push map by HolySnickerPuffs and Letter Before A.

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(I'm gonna release it in like, 3 minutes.)​
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,985
Its the signature of the mapmaker - I believe it can also be found in his other maps such as Hydro, Doublecross, etc.
 

zahndah

professional letter
aa
Jul 4, 2015
764
647
Villa style~
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I like Villa style.
(Its just base level, I'm not going to go full detail there is no time for that.)
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
The Story single-player : you work at a top secret BLU bass tasked with various experiments. one day you wake up to the sound of gunfire, scared that red team mercenaries are attacking you put on a red engineer outfit so you don't get caught. as you make your way to sector 10 you are knocked unconscious by a cave in...

this is a place of the dead now, it's just you and the real killers, and the only way out, is down...
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The Story multiplayer : you and your team must fight off red team who has taken over the now 3 years abandoned bass, how do you do this? by pushing a very big bomb to the backup reactor! good luck and try not to get blood everywhere!
 

zahndah

professional letter
aa
Jul 4, 2015
764
647
It will be pretty interesting gameplaywise since it is quite tight from what I can see from the screenshot

This map (and this area) has been playtested before - this is essentially an a8 at this point.
I think its fine, generally blue team can flood the area after a bit and relatively quickly push through into A point and usually cap it quite fine, though its quite stall-able by red team.

From that angle it actually looks much tighter than it is though.
 

nitewalker

L2: Junior Member
Aug 5, 2014
64
142
Villa style~
I like Villa style.
(Its just base level, I'm not going to go full detail there is no time for that.)

for the doorframes and windows, the top frame support should overhang the side frame supports, not the other way around like you have it. in real life the top one is supported by the vertical ones on the side
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
I spent a day just doing some simple art passing on Borealis' BLU first spawn. Nothing here is really final (and its pretty minimalist right now), but I just wanted to see how I could make it look for like an actual building fitting the TF2 style, rather than just a bunch of brushes.

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Little out-of-bounds door with some neat little stairs and trees, protected by the chain-link fence:

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I'm really happy with these out-of-bounds areas, especially the garage thingy:

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I plan to add wires and more detail when I get to the actual art pass, but I'm really happy with what I have currently!

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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
I spent a day just doing some simple art passing on Borealis' BLU first spawn. Nothing here is really final (and its pretty minimalist right now), but I just wanted to see how I could make it look for like an actual building fitting the TF2 style, rather than just a bunch of brushes.

pics

This truck looks quite odd, I think it's because while we can believe snow having fallen around it to cover it (ignoring that it'd be covered with snow because that's a lot of detail to expect at this point), we can see in the bottom left that it's a rock wall which makes it look as though it's somehow been smashed into the ground.

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nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
This truck looks quite odd, I think it's because while we can believe snow having fallen around it to cover it (ignoring that it'd be covered with snow because that's a lot of detail to expect at this point), we can see in the bottom left that it's a rock wall which makes it look as though it's somehow been smashed into the ground.

184cc30602.png
Yeah some others pointed that out to me the other day. That's not the only noticeable flaw in the scene, as I threw it all together rather quickly and forgot to fix some of the things I had noticed (I meant for the truck to be only deep to about the top of the wheels). Also the snow in the third screenshot behind the fence is weird, along with how the snow blends to dirt when getting close to the roll up door in the screenshot you pointed out. I'll be changing a lot with the scene when I actually get to artpassing, I was just really happy with fitting the architecture into a TF2 theme. Thanks for the feedback though.