WiP in WiP, post your screenshots!

Etasus

L420: High Member
Jul 24, 2016
463
251
Bit of WIP detailing on Turning Test... (mostly just texturing... Which i'm still not done with...)
koth_turningtest_b10000.jpg
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I was gonna do something awesome **facing world**, But when I compiled the map, it said I had too many brushes... well, Thats what you get for decompiling an RC map, and trying to put it in your skybox...
 

Flipy

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

FunkEdge

L3: Member
Jan 14, 2017
143
59
working on my new map for the MVM competition.
any thoughts so far?

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S

saph

I'm working Pasty2 again. I somehow figured out how to block some of the sightlines. Layout-wise, this is closer to the original version, and it's original linear layout actually makes more sense. Things are less steep and a the brushwork is a lot cleaned. Also switched over to a darker palette as I find it easier to work with. Might go back, but we'll see.
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The orange brushes are the doors. They're normally skip brushes, but I had to test sightlines somehow.
pBRehh0.jpg
 

Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
working on my new map for the MVM competition.
any thoughts so far?

20170408200127_1.jpg 20170408200121_1.jpg 20170408200135_1.jpg 20170408200213_1.jpg 20170408200227_1.jpg 20170408200202_1.jpg

It looks like the robots have more height advantage than the players, unless the defenders take a very forward position on either side of the trench, they'll be fired down upon. This is the opposite of what you want, I would reverse the slope so that the bots travel uphill or make it flat.
 
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200

L2: Junior Member
Aug 11, 2013
54
79
1B01c1d.jpg

qqX2AtY.jpg

yet_another_map_out_of_mayan_assets.bsp

I'm gonna make something that looks like a piece of Babylon Gardens attached to a cave, all together flying in the sky with fancy waterfalls that fall to the infinity

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