WiP in WiP, post your screenshots!

Izotope

Sourcerer
aa
May 13, 2013
698
764
Almost done now :D
8k7ezQI.gif
 

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
Trying to fix the hud in rodense and make the mode a little easier to understand, so Im seeing how well the rd hud works with the map.

Well after a few hiccups...
...Ive got the hud sort of working. The only issue is I cant figure out how to get my control points to show up now, seems like the rd logic entity overwrites their visuals, even if they still function
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Started a bit of detailing on blu's side of the map for Terrace, still needs a bit of work but its getting there
14G5WDN.png


Whoever lives behind that window must be miserable.
 
Aug 30, 2015
359
451
More bridges

Trestle Bridge 1-1.jpg Trestle Bridge 1-2.jpg Trestle Bridge 1-3.jpg Trestle Bridge 3-1.jpg Trestle Bridge 3-2.jpg Trestle Bridge 3-3.jpg
 
Aug 30, 2015
359
451
The first one is kinda-sorta inspired by this thing. I guess the underside might be made of metal, but generally it is possible for a rarely-used bridge to only have supports on top

_parallel_truss_bridge6.jpg
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Generally beams should rest on top of a column so that it is the only thing supporting its weight. If a beam comes into the side of a column, you're now relying on both the column and the join to withstand the load. Joining a bridge into the side of the ground doesn't really work. You can bury your foundation into the side of the cliff to more or less achieve the same effect. Just keep in mind the bridge needs to rest on top of something (or you need really strong joints).

Bridges generally don't need to extend past the gap that they span. Anything that goes beyond the furthermost supports is going to be acting in tension, and it isn't going to be doing much more work than the members already in the truss unless the material specifically acts much better in tension than the material doing the spanning (i.e. you might tie a truss down to the ground with cables). However, most trusses are going to be designed to resist everything via the spanning portion since its usually cheaper.
 

bullhammer59

L1: Registered
Jul 27, 2016
24
4
An overview of Red's current base (sorry for glitchy overlays, feedback/criticism greatly appreciated)
WOQ07cz.png
 

Erk

erk
aa
Aug 6, 2016
443
1,106
An overview of Red's current base (sorry for glitchy overlays, feedback/criticism greatly appreciated)
WOQ07cz.png

There seems to be only one exit for red. This is bad and will lead to spawncamping.

To avoid this; create multiple routes of exit for Red to utilize. Use routes that are somewhat separate or start in different directions than the original.

Also you have no skybox, Im assuming you're going to add that later.
 

bullhammer59

L1: Registered
Jul 27, 2016
24
4
There seems to be only one exit for red. This is bad and will lead to spawncamping.

To avoid this; create multiple routes of exit for Red to utilize. Use routes that are somewhat separate or start in different directions than the original.

Also you have no skybox, Im assuming you're going to add that later.
Yep, totally forgot about those multiple exit routes, i'll add them in later. And yes, the skybox is going in when I have all of the basic world geometry laid out.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
14G5WDN.png


Whoever lives behind that window must be miserable.

This person must feel the same way:
bj33c4l3ymly.jpg