WiP in WiP, post your screenshots!

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
koth_rundown_a20001.jpg

koth_rundown_a20000.jpg


Red side is before, blue is after. still have a few little things left to add, but thats what the layout I want to be is. May add windows.
 

KingOfSandvich

L1: Registered
Jan 18, 2011
26
12
Meet The Ion Cannon:

cpspacestation0007.png


This (taken from a bad angle on purpose to keep the rest of the map a surprise) is the main goal of cp_Space_Station: my Gravel Pit type space map I'm making for the Asymmetry contest. It'll take place in a RED space station, but entirely indoors at normal gravity.
 
Mar 23, 2010
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Deloras

L2: Junior Member
Aug 20, 2009
98
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Looks really weird as a weapon, who will be silly enough to try to hit someone with that? Someone clever will just try to avoid the hit and immediately catch the weapon by its curve part. I know we can't do that in Tf2, but the curve of that axe is useless and make it looks weak.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Pres, try using Textured Shaded; it doesn't work on some dev textures though.
 

Xerol

L1: Registered
Feb 7, 2011
9
3
Alpha-ish version of cp_greenhouse:

If you don't want to read all the text just skip to the video at the bottom which walks through the map.

The initial alpha of cp_greenhouse. RED and BLU are at it again, this time taking over opposite ends of a gigantic antarctic indoor greenhouse. Underneath, however, is a cache of gold that both sides are trying to get at.

Description of various areas:

-Spawn area/1st point: I haven't done much with these areas yet. There's a ramp up to the rear mid battlements behind the spawn, and the entrance to the hedge maze quickly leads to the underground tunnel system where all the gold mining is taking place.


-Hedge maze: Connects the 1st point, 2nd point, tunnels, and mid point, one maze included on each side of the map. I will probably make this nobuild so it can't be home to impassible sentry farms, but there's plenty of other ways around it that it shouldn't be a big problem. If I can figure out how to do it, I'll probably make it so sentries can't be built but teleporters and dispensers can.


-2nd Point/Arboreum: These areas will be decorated with more trees and some other props. It's a fairly small area but the hedge maze and mid-house provide alternative routes, and there's a hatch that leads down to the rear half of the tunnel system.


-Mid-house: 2 basic levels, one on the ground and one above, with a ledge to the sniper decks and a hatch down into the tunnels. Not too satisfied with how this is right now, it's fairly bland and probably won't see too much gameplay use unless I change a bunch of things around. Right now it is a good way to get to the 2nd points and controlling this area lets your snipers have a good view on the actual mid point


-Midpoint/Fish Pond: The two sheds are non-functional right now, I may add a small doorway and hide some health or ammo in them. The shack in the rear has multiple levels and includes a hatch down into the "front" half of the tunnel system. Ramps up to the shack provide a pseudo-battlements, and the design of the shack prevents players from simply running between spawns.


-Tunnel System(s): Right now there's two separate tunnel systems, one connecting the mid point with the two gigantic pillars near the side entrances to mid (the "front"); and one connecting the 2nd points, hedge mazes, and mid-house (the "rear"). These will eventually be connected and be styled as mining tunnels, with a few larger areas included where the actual mining is "taking place". I might fence off some of those and simply have the mining bits as decoration.


I also made a short video running through the map to show how the different areas connect. Or at least I thought it was short; there's so many different ways to get between areas (maybe too many) that it took almost 4 minutes: http://www.youtube.com/watch?v=PBgMo11r31s

I just started using Hammer on Tuesday so I'm not proficient in all the facets of map building quite yet.

Edit: Got the map up.
 
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