WiP in WiP, post your screenshots!

Etasus

L420: High Member
Jul 24, 2016
463
251
Whoo another day of work! (yes, i will do this each day until it is complete...)
I sealed up the inside areas! just have to throw in the actual gamemode entities, clip the things that need clipping, and it's done!
koth_turning_test_a10005.jpg

Yup... I added some force fields... thanks to 200 for the great texture!
koth_turning_test_a10007.jpg

the 'courtyard' before mid, but after spawn...
koth_turning_test_a10008.jpg

the spawn courtyard...
koth_turning_test_a10009.jpg
 

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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
499
852
Whoo another day of work! (yes, i will do this each day until it is complete...)
I sealed up the inside areas! just have to throw in the actual gamemode entities, clip the things that need clipping, and it's done!

Are you going to add team colors? Because the colors look very flat and everything (the walls,floors,ceiling) just kinda blends together. At least use a lighter color for the ceiling and a darker color for the floor.
 

bullhammer59

L1: Registered
Jul 27, 2016
24
4
Very early map design for a joke map i'm working on. The main gimmick here is pretty obvious...
W688jBE.png

P.S. the map has a name that i'm really not proud of...
koth_lemme_smash
 
Last edited:

bullhammer59

L1: Registered
Jul 27, 2016
24
4
Some work I got done today, mainly focusing on the death pit and a railroad that runs through the bottom of the map (it's a surprise)
zyy9Wkk.png
 

Blinx

L69: Deviant Member
Mar 14, 2016
69
51
Gussying up the map I'm using for a new game mode

FSWDMXg.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,705
2,584
Those shadows just scream "your lightmaps are too high-res".
 

Blinx

L69: Deviant Member
Mar 14, 2016
69
51
I probably went too hard on the detailing since the gameplay takes place entirely in the central cylinder and everything looks blurry from inside but eh, I felt like establishing the context of the gamemode was important

rAIIs4W.jpg


If you're wondering about the gamemode, it's The Floor is Lava. Soldier only, staying on the ground for too long hurts you, no fall damage, no RJ damage, just scrappy team-based deathmatch. If you'd like to play it, it's being hosted@193.70.41.220:27015
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I'm actually new to modelling, and even more so using Blender.
Currently working on the second door from Resident Evil: (First door from the video was modelled by a friend)
qpAjCBF.png


I'll post more pics as I progress and will do a video when it's done.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
412
796
Ignore the points and general layout in this image. Mostly a detailing test to see how well an Atlantic boardwalk theme would fit in TF. I'd love to pursue this more if there were some boardwalk/beach-related assets.
291F909C10DFC98F4AE2CB367A6D99B7D51F055F
 

Asd417

Sample Text
aa
Mar 20, 2016
1,462
1,035
frontline + carnival of carnage = beach boardwalk. Really love those bulbs since it adds the characteristic of boardwalk.
Are those pillars part of the frontline prop?
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
499
852

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
412
796
frontline + carnival of carnage = beach boardwalk. Really love those bulbs since it adds the characteristic of boardwalk.
Are those pillars part of the frontline prop?
The pillars supporting the awnings? yes those are frontline props. I had to combine the two corner pieces since (for some reason) there isn't a whole all the way around pillar. Just the corner and front slice of one
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
294
Looks awesome! Except if it crashed through an electric fence/wall, it should probably look beat up around the front.
OTOH, it not being beat up opens up possible use in other maps.