WiP in WiP, post your screenshots!

Necrσ

aa
Nov 16, 2015
198
488
We Cuba now boys

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Where are those railing models/textures from?
 

hutty

aa
Mar 30, 2014
547
446
Yeah, you may need to split some of the brush work into props, but it is doable.

As for what I'm doing, after noticing how good 2cp maps work in valve's 6s mode, I'm going to start making them.
Working on the first point here, I want to get a good midwest forest theme going.

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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
So I started detailing Luftangriff, and I've got Red's spawn "done." I say "done" because I still need to make it more frontline-like. Anyway, it's my first time detailing something, and I'd like you to tell me what I did right/wrong. (p.s. I based the style off of Rottenburg)

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nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
what's with the anti aliasing of that fence? It feels like it's not applied.
I personally have no idea what is goin on with it. My guess is it's a level of detail thing, and the bars are so skinny that they just don't even show up.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
I personally have no idea what is goin on with it. My guess is it's a level of detail thing, and the bars are so skinny that they just don't even show up.

Try checking mat_mipmaptextures. If it's set to 0, set it to 1 and see if it still aliases. I was seeing an aliasing-like effect on dev textures when I had mat_mipmaptextures set to 0, so maybe it's the same here.
 

Tumby

aa
May 12, 2013
1,087
1,196
I don't play with antialiasing, so all I can say is that this happens with all textures that use $alphatest instead of $translucent. The mipmap basically gets below the 0.5-alpha-threshold, causing $alphatest to simply make it fully transparent.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019

Featuring drunk cameraman
Almost time to test


Oh hey, this made me a Junior Memeber
 
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Holden

L1: Registered
Feb 26, 2017
10
2
Here's an overview of my first serious map. (I've made two other's that were just meant for 1v1s with a friend of mine). I call it Mountainlake despite there not being a Mountain or a lake yet (Title probably will change). It's a Koth map roughly the size of viaduct, measured from respawn room to point. I've only had very small tests with a couple of friends but I'm very happy with how it is going. My only issues with it as of right now are that Sniper is probably too powerful with large sight lines, and engineer might not be powerful enough due to how open the map is.

I'll probably be uploading the map to the map factory soon, but I want to clean it up and make the boundaries of the map more obvious and less ugly before doing so. (As well as fixing the skybox being a little close to the ground.
mountainlake_a1_overview_scribbled.jpg
 

Holden

L1: Registered
Feb 26, 2017
10
2
do you mind if I ask how long is that (Hammer Units) is that? (it's for my own map)
I should clarify, it's roughly the size of viaduct lengthwise. My map is 2816 Hammer units from the respawn door to control point, or 5632 from one respawn room door to other respawn room door.

Viaduct's measurements are 2944 Hammer units from a respawn room to the control point, and 5888 from one respawn room to the other.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Remember the Cathedral I've uploaded last year?

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I finally decided to get back to mapping and make it a full medieval map!

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This is what I have for A. Still haven't placed any control points, but I'm thinking of placing A on the top left and maybe open it up a little bit. I should have a playable version for the next week, even if it's only A and C